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dyei nightmare

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dyei nightmare last won the day on August 12

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About dyei nightmare

  • Rank
    Illusionist
  • Birthday 09/30/1981

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  • Name
    arturo
  • Location
    León México
  • Interests
    Film Making

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  1. that... is it posible to change code color in the wrangle sop? if yes, how?
  2. how can I render with IFD?

    post your scenne file maybe i cant help you, i will tell you good settings for that
  3. im surprised with the high levels of noise you get with indirect SSS in principled, classic, and pbr shaders, but im most suprised that sesi does nothing about it... cleaning the sss-pass with the SSS_quality samplings thing locally in the geometry itself or mantra node doesnt help, as you know the render times increase a lot, (noise level doesnt help here, dont bring it) at least 5 or 6 min per frame... and if you have to render 1000 frames with motion blur at 1920... this absolutelly is useless... seems like if you want to render in mantra you have to get used to render for at least two weeks including nights... i see indirect lighting-sampling as the greatest weakness of this software, and no, you cant argue otherwise, there is no justification for this. as long as sesi doesnt fix it, they are giving free market to other third party render software, like red shift, without anny need. i could use redshift, i have it instaled, but why sesi doesnt fix indirect light sampling times? im even surprised at this line in the help docs: "Avoid judging PBR noise based on low-resolution test renders." WHAT??? seriously?? you cant say something like that!! you are admiting a real problem, and seems like it wont change anyway... i see everyone and their dog jumping to redshift because sesi lazyness or something to not fix mantra, and it clearly says whats lacking mantra here... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- so after this rant, i wonder for a solution... are there any way to export a custom matte pass where you can export only the visible part of indirect lighting with all the direct lighting in matte?? in this way you could export direct lighting passes with low sampling because you wont have noise and the visible indirect lighting geometry in a separated pass with high sampling values but only those areas where direct lighting is not prseent... i mean a way to export direct lighting pass without indirect lighting areas present and another pass where you can export indirect lighting visible areas where direct lighting is not reaching... so you can export the direct lighting pass with very low settings and the indirect light pass with higher settings but only those visible areas where direct light is not present. something like a direct shadow pass negated and multiplicated by the indirect light pass im not sure if im being enough clear here, but i think that could be a solution.
  4. whats the correct way to asign Cd to an array?

    thanks a lot thats great, is pcfind able to retrieve another channels besides position? if so, there is no need anymore to have pcopen
  5. whats the correct way to asign Cd to an array?

    thanks a lot, whats the diference with pcopen? i dont see in reference which cases are better to use pcfind or pcopen
  6. i have this in a wrangle, and i want to asign the Cd value only to the points returned by the point cloud, what is the correct way to do it? i have this atm, but whats then the apropiate syntaxis to do it? edit: setpointattrib doesnt work in this case i dont know why... it just assign Cd to everything int hnd = pcopen(0, "P", @P, 1, 3); int sourceGoals[]; int valor[]; vector valorcd = {1,0,0}; while(pciterate(hnd)){ int sourceGoal; pcimport(hnd,"Pnum",sourceGoal); push(valor,sourceGoal); push(sourceGoals,sourceGoal); } foreach (int i; valor){ @Cd = valorcd; } i[]@ptvalor = valor;
  7. Need advice from Houdini users.

    i disagree, when you start getting into real life situations with houdini, you realise that houdini is the most technical software out there, if you think that you will do everything pushing some buttons and voila, you are in the wrong place... vex is now the bread and butter here and you know that you have to do some for and whiles here and there...
  8. Need advice from Houdini users.

    if you want to get in on houdini, forget 3d max and maya, i started on that way, and is the worst... because maya is one-button-click-solution... no no, in the kingdom of houdini you NEED TO KNOW MATH trust me, if you want to do even simple operations you need to use dot product and vectors A LOT, remember your school maths and you will be fine here ahh and you need to know programing, vex is becoming must
  9. i have redshift installed but i dont like to use it i feel like im in maya with one click solution, i like the hard way, the way of the cowboy, i will stick with mantra
  10. i just wanna know what im doing wrong in this setup where i want to implement FEM + SBD spring constraint, or if is there any bug in the houdini version 16.0.504.20 on this subject. i tested it with wire objects and it works just fine, but not with fem. fem_spring_constraint.hip
  11. ohhh i found the answer, the problem was something that houdini itself warns you about, you cant merge diferent solvers with packed primitives, it just goes wrong, but i bet that everybody wants the best of two worlds, fast simulations from packed primitives with diferent solvers working fine together, so... i think that sesi should work on that. cloth_rbd_interaction_fix.hip
  12. Bullet Soft Bodie in Houdini ?

    great examples, is somewhat ironic and sad that constraint relationships works a lot better than cloth in terms of collisions, i was thinking that houdini was the best in terms of cloth
  13. hahahaha just noticed that fractured object is based in rbd packed object too, im fuck**up
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