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Skybar

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About Skybar

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    Houdini Master
  • Birthday 11/28/1991

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    David
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  1. Volumes change density/quality in render

    Have you scaled the camera? Is it camera motion blur caused by the camera-switching?
  2. Voxelisation Effect

    You can use the VDB Visualize Tree SOP, set Active Voxels to "Solid Boxes" - and then remove all red boxes. Then you get a box per voxel only where you need them.
  3. Time-based paramater in /mat?

    Yes, but those parameters are already toplevel ones on a Material Builder node. Isn't the whole point of /mat to build shaders directly with VOPs in the context? I might have answered my own question, encase your VOPs in a material builder; but that sounds counter-intuitive to what I thought /mat was supposed to be.
  4. Time-based paramater in /mat?

    No it doesn't I'm afraid. The thing is that you can't have time-based parameters in VOPs, but the whole /mat context is VOPs so I have no idea how you're supposed to do it.
  5. How can I have a parameter based on time in /mat? Right now I'm trying to read in a point cloud like this: "/my/disk/pointcloud.$F.bgeo", but it doesn't work unless I change $F to a static framenumber. In VOPs/SHOPs you have to promote the parameter to toplevel if you want to have it time-based, but you can't do that in /mat.. Does anyone know what you are "supposed" to do? I really don't understand it.
  6. This video explains it pretty good: https://www.youtube.com/watch?v=m9AT7H4GGrA
  7. Help With Speeding Up Render

    I've solved crawling highlights before by adding the "jitter" parameter to the mantra rop and turning it off. It was a while ago last time so dont know if anything has changed, but you can try that.
  8. It works if you do: int iteration = detail(-1, "iteration", 0); float rampPos = fit01(rand(iteration),0,1); @Cd = chramp("ramp",rampPos);
  9. Wire Sim with Changing Point Count Source

    In that file, set the Resample to maximum segments instead of length. Then gives you a constant point count and it works.
  10. Wire Sim with Changing Point Count Source

    Don't change the point count . You can do something like this, but in your case timeshift your curve to the last frame and match the animation with the carve instead: growingWire.hipnc You could probably sim the wire with grains+constraints as well, might be a bit more forgiving with changing pointcounts given that it's just particles.
  11. Persistent Point ID on Changing Topology

    You should add IDs before the topology changes or at the same time the point gets created during a sim. Assigning IDs after the fact is close to impossible. Should be straightforward enough with a cloth sim though. Take a look at how POPs does IDs and replicate that.
  12. Sounds like you are on the right track. I think Attribute Promote SOP deletes the original attribute by default, so untick that option if you haven't and you should be able to use it to compare with.
  13. I'm not a presenter but I do that too. Force of habit.
  14. That sounds interesting Mark, didn't know about that. Does this translate into the same thing for Mantra?
  15. Invert volume

    @density = 1-@density; Or use complement in VOPs.
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