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jkunz07

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jkunz07 last won the day on May 14 2016

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  1. Calculating / matching orientation

    Here's something you can try using the blend pose CHOP pc_match_002.hip
  2. Glowing Material not affecting other objects

    By diffuse bounces, I was referring to the "Diffuse Limit" parameter. This is found on the Mantra ROP under Rendering -> Limits -> Diffuse Limit If you use a Geometry Light, you'll have the advantage of being able to use photon caching (GI) techniques to speed up the renders. I'm not sure how you have your scene or material layers set up, but it should be pretty simple to do.
  3. Glowing Material not affecting other objects

    I think on your Mantra ROP, set indirect diffuse bounces to a number greater than 0. Another method is to use an Indirect Light set to "Irradiance Only"
  4. Deal with substeps and gaslinearcombination

    gaslinearcombination supports sever ways to scale any of the coefficients by the simulation timestep. It has four options in the drop down menu next to the coefficients: None (default) Timestep 1/Timestep e^Timestep https://www.sidefx.com/docs/houdini16.0/nodes/dop/gaslinearcombination
  5. This is not possible, there's a hidden camera called "ipr_camera" but it isn't looked thru in the viewport. It is only updated to match the viewport, and then used for rendering if no camera is provided.
  6. You can add the 'vcomment' parameter to your camera and use channel references to display parameter values http://www.sidefx.com/docs/houdini/props/viewport#vcomment
  7. Sorry, I was checking in H15.5. Your right, this was a new feature added in 16!
  8. cone twist constraint relationships don't support motors. I think you might have to combine them with hard constraints, because those do support angular motors. It's hard to say without knowing what type of result your looking to achieve.
  9. Underwater Caustics

    There is an option to periodically loop over a set duration of time. With that shelf tool, it's possible to create ocean surfaces without simulation. The ocean spectrum / ocean eval SOP node combo are sidefx's implementation of the HOT plugin https://code.google.com/archive/p/houdini-ocean-toolkit/.
  10. Underwater Caustics

    The ocean tools I've found work best to create a nice rippling surface http://www.sidefx.com/docs/houdini/shelf/smallocean It's possible to tune it to look like a small pool and not an ocean by doing things like taking out directionality of waves.
  11. Reveal old ForEach SOP?

    -> optype /obj/geo1/foreach1 Name: foreach1 Op Type: foreach Op Type Label: "For-Each Subnetwork" Net Type: SOP Script Directory: sop Net Type ID: 1 Table Name: Sop You can use the optype command to get more info. You can see here the operator label has been changed, but it is still the OG foreach node.
  12. Reveal old ForEach SOP?

    Doesn't it still show up as for each subnetwork? http://www.sidefx.com/docs/houdini/nodes/sop/foreach
  13. velocity fields for grains

    popadvectbyvolumes isn't working for you, or are you trying some other method?
  14. More than 1 DOP network

    You can use the brain icon in the bottom right to select which DOP network the shelf tools target. http://www.sidefx.com/docs/houdini/dyno/manage
  15. Vdb to vray quality

    The biggest issue with getting Vray to match Mantra, is that Vray doesn't scale the of voxels by their size. Every voxel is treated like a 1x1x1 (unit) cube. This means that anytime you change the resolution of a simulation or volume, the opacity (and intensity if fire/emissive) will change. The higher the resolution of the volume the more dense/opaque it will appear. This is a very frustrating aspect of using Vray to render volumes.
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