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About haggi

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  1. So you tried the volume mix and it does not work for you? Sounds exactly the way to go. At least it works fine with simple volumes.
  2. Strange, just did a copy and paste and everything works fine here.
  3. Indeed, the fileCache sop is a expanded version of the file sop. You can dive into the fileCache sop where you can see that it uses the file sop as well. The big advantage of the fileCache sop is that it makes it easier to export sequences of geometry from the UI or in batch.
  4. No, there is no way to simulate without time advancing as much as I know. But you can simulate, save the result and use it as initial state. So it seems you already tested someting. Do you have a hip file to share? It is hard to say what could be the reason for non filling and sqashy liquids. Maybe the collision object, maybe the particle separation, maybe the overall scale. In a hipfile we can immedatly see the reason in most cases. For the bouyant objects, you should make them rigid geometry and increase feedback scale in the flip solvers volume motion settings.
  5. Your questions are a very vague and an answer would mayve not very helpful. We can help very much better if you have a special problem. Why not modeling a bottle use a flip tank and do what you want to do. Then if you have problems, you can ask much better.
  6. You can do dof and motionblur in post but it is important to keep some points in mind: Motionblur will always be linear, no problem in most cases until you have fast curved animations. both effects will not appear in secondary rays (reflections, refractions, transparency) what can lead to strange artefacts. doing both in post can be tricky because with motionblur you blur the z channel or vice versa what can create another artefact. Dof reveals geometry in the blurred areas so if you try to create dof with only one image and a z channel you will have problems because you try reveal geometry which does not exist. Same with motionblur, the geometry will be blurred what means: In both cases it works better if you can separate the layers, e.g. the moving object and the background. I'd recommend to do only one effect in post and I'd do dof in post.
  7. I suppse the end user will expect some speedup in pyro or smoke sims if he reads this: And there are only a few restrictions mentioned in the docs.
  8. I have some something similiar some time ago. I exported a standin geometry from houdini and in maya I created an insance for every node with a simple script. The visibility of the original object was set to 0, worked quite well, even if you have to do it every time if you import the abc file again.
  9. Not sure what you eman. The attributeCreate sop is used to create a new attribute and you can use it to create an attribute. As an alternative you can create attributes in a wrangle sop. But I suppose you already know that an attributeCreate sop creates an attribute, so can you elaborate a bit?
  10. I had a similiar problem some time before. I created a hires fluid sim and used OpenCL. After some time my simulation simply stopped moving. I suppose the reason was that my GPU memory was too small in this case. I turned off openCL and everything worked fine again. No idea if this helps. I used H15 or H15.5 for the sim.
  11. For houdini I think as much ram as possible is good. And if you want to do simulations, 2 TB HDD can be a bit low. I'd recommend at least 32GB ram and 6TB HDD.
  12. If the merge node only has one input, it is not needed. The only advantage of the automatic creation is that you do not have to create it manually in case you want to add some inputs.
  13. You are my hero! Thanks a lot. "Build hierarch from attr", that's the solution.
  14. Hi, I have a rigid body simulation of a few thousend parts. I export the geometry from maya, simulate in Houdini and bring it back to maya. Of course all shaders are gone and I have to reassign the shaders to the simulated geometry. Unfortunately the imported parts are all named with the pattern: <rop alembic input node>_packed<somenumber> e.g. attributeDelete1_packed1618 It would help a lot if I could keep the object names because with valid names I could simply reassign the shaders. Does anyone know a way to keep the names if I import an alembic from Houdini back into maya?
  15. Obviously they splitted the group node in different nodes. So you can create a "Group Expression" node to do the group and use the vex expression: @Cd.r < .1