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About bandini

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  • Website URL http://adamswaab.com

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  • Name Adam
  • Location Los Angeles, CA
  1. 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!"
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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
  7. If geo is packed, unpack it first so you have access to the deformed points.
  8. 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.
  9. 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.
  10. 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.
  11. Reading the help file for the new shader, seems like IOR is supposed to be the control there, but will always result in 100% reflection at glancing angles, unless IOR is set to 1 (completely diffuse). Yes, would be nice to have an exposed parameter to adjust that. Inside the principled shader core are two nodes that control reflection (dielectric reflection and metallic reflection). They both have reflectivity set to 1. I'm guessing you could feed your own multiplier into both of those to control the reflection contribution.
  12. I'd like an option in the Tree View to show objects in a hierarchy view. I want to have a maya outliner-style view or C4D object list view, just for /obj level objects (or subnets). I'd like to be able to organize them how I want and have the option to sort them alphabetically, if desired. I still want timeline markers...
  13. Looks like this is a bug. It has been reported and logged.
  14. Thanks, Ben. That's pretty much what I thought. I don't usually make HDAs of materials. I tend to use the prebuilt ones, then open them up and add what I need, promoting the appropriate new parameters as necessary. It's a matter of convenience for me to not have to rebuild the interface. So, now on to some other perplexing stuff. I'm trying to figure out why I get artifacts when using a principled shader inside a material builder. See the attachments. One uses the principled shader applied as-is to my geo. The other is embedded inside a material builder. I get the same problem if I try to layer the shader in /mat and apply the layer vop as a material.
  15. One other question, your method of copying the interface as a whole works, but it does not actually promote the parameters inside the network. It links them, instead (channel references them). Any way to promote all? Or am I missing something?