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About notawhale

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  • Birthday 10/20/1987

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  • Skype notawhale

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  • Name Nikita
  • Location Moscow
  1. Houdini 16 have support ACES. For this do you need download color profile from here: http://www.oscars.org/science-technology/sci-tech-projects/aces https://github.com/ampas/aces-dev/releases/tag/v1.0.3 Add to Houdini environment variable OCIO like this: export OCIO="<path_to_aces_folder>/aces_1.0.1/config.ocio" Cheers!!!
  2. Alexey Vanzhula Could you please create your own topic for Flux in forum. I think will be more interesting your topic like was made BulletSop. All information and video will be in one place and it will be more useful. This topic for Random links of interest. Thank you for understanding!
  3. Hi Guys! I found one interesting bug. Drag force doesn't work at H15. In H14 everything okay with it. Please can somebody test it? Maybe I did something wrong.
  4. Mantra support rendering with multiple camera for acceleration render, like Arnold or Renderman. I think it help improve usage mantra render for animation projects with 3D (stereo).
  5. OpenGL node support Motion Blur, Depth of Field and etc, like in viewport.
  6. Documentation for Houdini 13. Cheers!!! http://www.sidefx.com/docs/houdini13.0/ http://www.sidefx.com/docs/hdk13.0/
  7. Have you found what was the problem? Maybe I can help you.
  8. Hi! You need reconnect Whitewater to Oceanevaluate. 1) In Oceanevaluate you need: switch on Points -> Points from Volume Points->Size make size like input grid switch on Volume->Surface SDF and Velocity Volumes->Size relative link to Points->Size 2) In WhitewaterSource need delete polygonal surface. Keep only points and Volume: surface and vel 3) In whitewater_sim: whitewatersolver1 -> Solver Volume Limits relative link to Oceanevaluate->Points->Size See attached file. Enjoy!!! Sorry, i forgot attach file notawhale_ocean_spray_02.hip
  9. Same question about Cloth Solver. Cloth Solver hasn't Enable Tearing parameter. Is it bug?
  10. Interesting tool. Can you show wire shading? Are you save original topology?
  11. Shader doesn't work with PBR engine. Maybe add it in the future.
  12. In my_gather.h line 7: float ##prefix##GatherETA=0.75; But then you need make change in my_shader.vfl for reflection and refraction.
  13. No. ETA value is outside IOR divide by inside IOR. Example: AIR/GLASS = 1/1.44 = 0.69444
  14. Yeah, I tried too. You can create reference link to diffuse texture. See example in image.Ole, it is good idea to will automate creating OGL parameters.
  15. Yes, it is possible. You can add OGL parameters to shader. And create relative references on parameters on shader. But it will be do always after recompile shader. I think it can be automate or found other realisation. Need read about it.