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About Mzigaib

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  • Birthday 04/09/1975

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  • Website URL http://www.vimeo.com/17790588

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  • Name Michel
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  1. You have to use a foreach for that, try to use and "assemble" SOP after the copy to create the "name" attribute that the foreach uses by default to iterate at each object and use the 'attribute randomizer' inside the foreach, that should do the trick. I hope that helps.
  2. I couldn't use the profiles yet but I intend to.
  3. I've used the "op_id" variable to some of my projects, the good thing is that is really easy to set it up and in nuke or even in Houdini if you normalize it you can get your id's with keyer very easy but nothing beats deep compositing for that.
  4. Soon as I have the opportunity I'll try compile those profiles to see how it goes, it seems the using this "openColorIo" requires setting an environment variable in order to work so it's a little more complicated than just load a .lut but it can work directly without the need to convert or create anything which is good.
  5. I also found this on the help: openColorIo I don't know enough about color management files to tell if it is the same thing as a LUT or if it works similarly maybe someone here in the forums could tell. There is also this link for the open source color management that is made in c files that Houdini says it's compatible I don't know how to use them. " OpenColorIO is free and is one of several open source projects actively sponsored by Sony Imageworks. " OPEN SOURCE COLOR MANAGEMENT
  6. I've tried to convert some .cube files to .lut with a windows app but it seems that the Houdini native file is handle differently it doesn't seem to work when I load it.
  7. Yeah but it's cool that you can make them, would be great some instructions on the correct way to make a LUT.
  8. I've bumped in to this very good and cool video from the blender community, I always watch their stuff it's awesome, and in the video they talk about color management workflow and how this really affects the render results and this go way beyond the linear workflow that we all know about and it is very interesting, technical and well explained stuff and I encourage everyone to watch. The thing is a lot stuff that they talk about in the video can be also applied to Houdini specially the problems, things like crunched color ranges and LUTS I know that Houdini has this feature but is something that I never had used in production but after seeing the video I think I am missing a good opportunity to improve my work using it. It would be really great to hear thoughts about this subject and maybe some tips in how to work the same solution in Houdini, any ideas?
  9. I though I would have to come with the vector min,max myself which really doesn't makes much sense. Thanks!
  10. What would be the best way to get those initial 'min' and 'max' vectors from the geometry? Thanks.
  11. Yeah, I just discover that Royal Render the manager that I am using has this option so case closed Thanks for the feedback!
  12. Thanks for the feedback! Yeah it makes sense but if I check inside the IFD there's a command that sets the env for hipfile like "setenv hip='somepath'", I was wondering if there is a way for me to insert my own in the IFD when I generate it.
  13. When I generate the IFDs I noticed that it doesn't contain my environment variables like $JOB so when I render it it doesn't find my stuff unless I set manually in the shell, I am using linux, is there something I am missing?
  14. Thanks for the feedback! Yeah it shouldn't be a problem but I am struggling to get a stable result, but in my case I have a sim with lost of particles around 10-15 mil with a certain amount of noise so I have a lot of thin areas where you can see between frames where the issue happens, the thing I didn't mention is that the VDB is been done in real time in a farm and I am seeing some variations between the frames maybe because of that but I know it shouldn't be the case. I'll try what you are suggesting to see the results maybe I also should cache it first. I've been trying a lot of combinations with VDB smooth, VDB resample and so on I think I got a better result I am waiting the renders to evaluate, anyway thanks for the help I'll keep posted in case I have a breakthrough. Cheers!
  15. I am converting my particle sim into a volume VDB (fog) which gives me a very satisfactory result the issue is during the animation the volume doesn't keep the consistency causing a little flickering mostly on the thinner parts, I am using VDB from particles and VDB from fluid and the problem is the same. Any tips on that? Thanks.