Jump to content

bandini

Members
  • Content count

    290
  • Joined

  • Last visited

  • Days Won

    11

bandini last won the day on June 2

bandini had the most liked content!

Community Reputation

101 Excellent

6 Followers

About bandini

  • Rank
    Illusionist

Contact Methods

  • Website URL
    http://adamswaab.com

Personal Information

  • Name
    Adam
  • Location
    Los Angeles, CA
  1. Suggestions for overcast ocean

    Your photo ref has a lot of color correction on it, by the way. A big part of that look is manipulated in post. Take a look at some reference without all the heavy color correction: First try matching the angle to your reference. Reflections are angle-specific, based on angle of incidence. Work from there. Most of the look of the ocean in your ref is from reflections. Get a HDRI image that matches your look and go from there. Small pinpoints of reflections indicate a small, bright light source or bright spot in your HDRI. So, make sure your HDRI is giving you what you need.
  2. Direct sss on principled shader

    Yeah I just checked it, and you don't get direct SSS in Raytrace or PBR, only indirect SSS. Not sure why. Maybe a question for support at SideFX?
  3. Direct sss on principled shader

    Not in front of Houdini at the moment, so can't confirm, but sometimes image planes are set up for PBR rendering correctly, but don't work with the Raytracer engine (depends on the build). Give PBR a shot and see if it work.
  4. Merge edit sops?

    Check out this command: http://www.sidefx.com/docs/houdini/commands/sopcreateedit It is a little convoluted to use, but it should work for you.
  5. There's a lookat matrix that can help you out there. buildLookatRotation(to_node, up_vector=None) → hou.Matrix4 Return a matrix that will rotate this object to look at the specified object. The returned hou.Matrix4 object transforms this object from its current position in world space so that its negative z axis points at the origin of the to_node object. up_vector can either be a hou.Vector3 object or None. If it is None, this method uses an up vector of hou.Vector3(0, 1, 0). You can extract the rotation values from the return value with hou.Matrix4.extractRotates(). You can set an object’s transform with hou.ObjNode.setWorldTransform(). # Set the cam1 object's transform so it points at geo1. cam1 = hou.node("/obj/cam1") lookat_obj = hou.node("/obj/geo1") cam1.setWorldTransform(cam1.buildLookatRotation(lookat_obj)) See also hou.ObjNode.setWorldTransform().
  6. Water Made Active

    Agencies really like a cool "story" behind the creation of commercials. "We did it in cg" just isn't as sexy as "look at this cool thing we built!"
  7. aanoise has less options, but can take a 4float vector as an input. 4th channel means noise can evolve, rather than just being re-positioned. aanoise ranges from -0.5 - 0.5 Turbulent noise has more noise types. Each noise type has a different output range. This is documented in the help file, as well as the cost for each noise. Unified noise is like an uber version of noise functions. Very slow, but has a lot of great options in it. I typically use aanoise any time I need noise with simple evolution parameters. Unified noise I use for displacements because it looks very natural. Turbulent noise I tend to use in most in-between cases.
  8. Cloth best practices/Tips n tricks

    I did almost exactly what you are looking for using the grain solver. A few gotcha's. When using prefractured pieces, overlapping points will cause explosive forces. You'll need to roll out your own post-sim deformer to match each prefractured piece to the input points. I ended up ensuring matching point counts and ended up with something more like a Maya N-Particle version of a softbody. Not perfect, but worked for my needs. Cloth solver was terrible for what I was trying to do.
  9. Lighting and Rendering in Mantra Tutorial

    Post motion blur on volumes is tricky, and not something I covered. For a tutorial aimed at novice and intermediate users it's a pretty complicated setup (density to SDF conversion, velocity transferring, etc). A little outside of the scope of the tutorial. The other motion blur thing I didn't cover, but I will do a one-off tutorial at some point is how to get proper curved motion blur on particles. (Great for sparks). Linear motion blur on fast-moving chaotic particles is a really easy way to tell a cg render.
  10. Lighting and Rendering in Mantra Tutorial

    Diego, I do a little bit about motion blur, basically describing when and how to use the "Geometry motion blur" option and how to control sampling, as well as talking about how shutter angle affects blur. I also go through the process also of doing a motion blur shader, using getblurP() and showing how to add post motion blur in Nuke. What have your experiences with it at Dneg been? Where did you run into problems?
  11. Hi, I just released a new tutorial about lighting and rendering with Mantra in Houdini. Over 5+ hours of content. Topics include Cameras, Lights, Lighting Setups, Materials and Shaders, Render Settings, and Scene Management. If you don't know where to start with Mantra, or with lighting and rendering, in general, this is a pretty good, comprehensive explanation: http://helloluxx.com/product/houdini-training-learn-jumpstart-vol-8-intro-to-lighting-rendering/ -Adam
  12. If geo is packed, unpack it first so you have access to the deformed points.
  13. Same answer. Copy the position information from Input 1 to the solved object. Attribute copy, attribute wrangle, attribute vop... A bunch of different ways to do it.
  14. The solver gives you feedback from the last time step. You also have inputs that show the current time step. You can decide what attributes you need to copy back to your geometry. If you are working with packed alembics, there are a bunch of things you can copy. Position and some of the primitive instrinsics should be copied and updated each frame. There's a bunch of transform data stored in primitive intrinsics. Do a search here for primitive intrinsics and you'll find a lot of info.
  15. The solver records the first frame. You have to update the animation yourself in the solver. Otherwise, it is only going to show the first frame and nothing else will happen.
×