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Everything posted by FR3D

  1. SOLVED 1)you need to create a subnet out of the geometry and the bones all together 2)make sure there is nothing after your deform node on the geometry 3)export the entire subnet as FBX 2014, keep the option as default Hi I scanned forums for hours and didn't find a simple straight answer, neither a simple basic Houdini tutorial as how to do so. Neither on unreal forum, neither here nor sidefx's. -Vertex map texture isn't what i am looking for. -alembic works but i have problem with normals. -i am using unreal 4.17 and i cannot go back to an earlier version at that point. 2)The steps -I am animating an oil pump rig with 3 bones. -I export from houdini via FBX -If i import back in houdini the animation works -if i import in modo, c4d,unreal, there is no animation. -If i export with "export deform as vertex cache" the animation works in c4d but not in modo neither unreal. Thank you for your help oilrig.rar
  2. Power Shot

    hey houdinaughts i am trying to do a full project from scratch all made by me, including the shooting on chroma of the players that will be composited directly in houdini. The concept is simple, a player does a power shot and the goal catch it, it is basically a power trip. -The scene include smoke, rbd, fur, particles i am still working and undecided on the lighting. anyway here is some renders i did today. here is the preview animation: https://vimeo.com/72697674 criticism is very welcome PS: thanks to people who are helping on the forum for your great tips
  3. Power Shot

    Thank you Diego! Well it pretty much died for budget reasons,sadly...
  4. I am trying to animate an engine using chops and constraints. I manage to get something quiet close but it isn't accurate(cheat) My main issue is that i cannot find how to use a "look at" in conjunction with some restriction to force the tip of the arm to slide along the Y axis. I tried many other solution as well as trigonometry(which i am not very good at) which i gave up on. i also tried with bones but again my knowledge is close to none in houdini and i wasn't able to restrict bones I wish to achieve the real thing with your help Thank you piston.hip
  5. Thank you 3dome. I will clean my file, and share it in the days coming.
  6. Ok, i managed to get the trigonometry formula. Now i have two method. one is Hscript which works perfectly(u can check the measure sop) and the other one is VEX. For some reason the Vex(into a point wrangle)works but is speed up.I am pretty sure it is the same script. Does the wrangle node manage "@frame" differently than "$FF" in hscript? piston trigonometry.hip
  7. Mantra shader emission issue

    Hi, It seems i cannot get the emission to work anymore when using a mantra shader or a material shader builder. The object doesn't light up nor illuminate other object. It works fine with principled shader tho. The project i am working on needs object to evolve thru attributes from emitive to refractive If anyone has a tip or a work around it would be apreciated Thank
  8. Thank you for all the tips guys I was hitting a wall in making an object into vdb and making it with as smooth as possible. The Dilate/smooth/erode is really working well
  9. I was looking into sdf and i found this file from Chris. I slightly modified it to get points colored by a ramp using sdf Does anyone know a better way to do that, in a normalized kind of way? I would like not to have to use the fit range to adjust the color ramp. Later i want to use this method to create custom velocity field on a pyro sim to contain the smoke within the velocity field. Thank you Fred sdf to point color.hip
  10. SDF to point color

    This is exactly what i was looking for Thanks a lot David . I am re-uploading your file with the vopsop method implemented for people like me who are not scripting. sdf_to_point_color_dc_with_vopsop.hipnc
  11. Mantra shader emission issue

    Thank you, I am running v15.5.480 It seems the new builds have serious failure so i will wait a bit.
  12. Mantra shader emission issue

    The work around i found is to use the attribute to drive the alpha of a layer mix between a principled shader and a surface model inside a material builder.
  13. Ramadan tv filler

    Modeled in Moi3d <<i love this software cloud and cloth made with houdini rendered with mantra PBR Ramadan filler dubai tv
  14. Ramadan tv filler

    Thank you guys I think the flicker is due to the cusp angle on the glass.All stars behind are light geo Also i had to render fast on a single computer, so i couldn't push the settings. I wish i had time to animate the clouds inside. The cloth is on the floor
  15. Copy/Paste Color?

    there is something really nice in houdini. stay over the color swatch and hold middle click (wheel down) and while you hold down you can pick any color on your screen.
  16. Hello First i hope i didn't write in the wrong section. Also i cannot post pics of the issue. I have a compositor who asked me to match my 3D objects into his fake 2D with fake camera motions. The shot is about someone falling in a pit, and i have to attach ribbons to her body. The scene is a 3/4 view sideways, and he is faking the camera getting closer to her and rotating(very slightly) around her as she falls. The shot is made like this: -A fake background(the pit) with a rotating camera ( point A to point B with slight faked rotation around her) -The singer( which was shot with a static camera 50 mm) simply up-scaled (fake camera zoom) and so slightly sqewed to match(kind of) the camera rotation applied on the background. So what i did, is track his fake 2D/3D shot (mainly the singer), which is a fake camera zoom, and incorporated my ribbons.Which looks fine according to her perspective. His problem is that it doesn't match with the rotation he is trying to fake(with the background) which is logic as the ribbons are attached to her (again she was filmed with a static camera). He asked me to rotate my cam slightly, which i got from tracking the singer, to fake/match with the motion he apply on the background. I just doesn't work,as she is static and the background rotates slightly.it is either one or the other. I told him that i should match the camera to her, give him the elements and then he has to apply his fake cameras. Not the other way around Did anyone of you worked that way before. Because as far as i know that is not how it should be done and it can't simply work. Also he is insisting that it is 2016 and it can be done. Basically he is trying to make me look like i am the one not knowing what i am doing. I probably lac some skills/knowledge, but i have never seen anyone track 2.5D and then apply real 3D on a shot that already has 2 different camera motions. I would like your take on this issue. Thank you Fred
  17. Thanks marty, You are right, but it wouldn't work in that shot because the ribbon are attach to her torso(which is an up-scaled static shot) so a rotation would make the attach point slide on her body. I forgot to mention that i did a cloth simulation. It is just not right to fake a camera rotation on objects attach to a body which itself doesn't have a camera rotation . We went back to what i told them to do(the same as suggested by Christian) which was the only solution, to make the shot usable. I think that guy pulled this stupid thing on me because he didn't want to redo a proper background animation. He wanted me to adapt to his fallacious shot instead. Thanks a lot for your support and help guys.
  18. Thank you ChristianW. That pretty much confirm what i thought and what i did. The thing is that the guy is said to have experience in the compositing field (over 10 years), which let me confused about his requests.
  19. EDIT The problem comes from the clusterpoint node which seems to add a duplicated piece name with no path: I am trying to do a bullet cluster sim. i am having a problem when doing the glue network. For some reason the connectadjacentpiece node doesn't want to compute on one of the cluster created. Whatever the number of cluster, there is always one cluster that will not be computed by the node. It seems that the problem isn't the foreach as when i try to select the problematic group and apply the connadjpiece outside the foreach, i still get no connection computed for that particular cluster in this particular example bullet_cluster.hipnc i added a partition to debug and see which cluster doesn't compute. You can change the cluster group and see that it works for all other cluster thank you for helping.
  20. Soccer Cell

    Hello This is my first project using Octane render plug in for houdini Hope you enjoy Fr3d
  21. Soccer Cell

    Thank you! it is always amazing to be congratulated by great artists. Also thanks a lot for sharing your knowledge on the forum. I have learned a lot from you. I used octane motion blur for most part. Then added a lot of fake camera zoom in and out, with fake focusing(basic blur) in AFX, It probably doesn't give the proper effect as i expected.
  22. Soccer Cell

    Sorry for the late reply. The project was render in HD at 3000 sample, PT , 2 diffuse bounce , 4 specular bounce , motion blur and depth of field frames were between 6 to 15 minute is the last scene,it slowed down as the scene was being generated. Octane is a great render, i didn't try redshift tho. My biggest complain about octane at the moment is that it doesn't update attribute with shader at render time, which is to me a big thing. They say they will see if they can implement it.hopefully.
  23. arabic mosque

    hello here is one of the project i did fully in houdini. the mosque was procedurally modeled in houdini thanks to copy,cookie, and instancing. render in mantra with PBR. i used houdini compositer for the depth of field (Pz) the idea was to put the 99 names of God on a traditional mosque in dubai. https://vimeo.com/89587482
  24. so i fixed it by using a simple cluster and transfer attribute it works flawlessly bullet_cluster_fixed.hipnc
  25. arabic mosque

    thank you. sorry to disappoint you guys but the calligraphy is actual geometry. no smart technical trick here illustrator file cleaned and extruded in Houdini i wish i knew how to make a displacement that extreme,with clean angles, and to the side of the displacement. as for the wall texture it is simple bump. here i put some screen shot so you can see for yourself. The whole structure was very light, unfortunately i had to apply a divide node due to texture tearing at render time. reference: