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carlo_c

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About carlo_c

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  • Website URL http://www.carlocarfora.co.uk

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  • Name Carlo
  • Location Perth, Australia

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  1. Thanks for the reply bunker, I tried this with a default shelf tool fireball and then the shelf tool upres to test. This works great and is what I've previously been doing, but when I make the changes above I can't seem to get it to work properly. Probably just a silly mistake on my part, I've attached a hip file with it all set up if you or anyone else has a moment to spare upres_test.hiplc
  2. Hate to necro this thread but I'm just doing some upres tests and this is the only mention I can find of this, is there any chance you could elaborate a bit on the steps needed to tweak the upres solver. Just looking for another way to control my upres sim to match the low res closely
  3. I haven't even looked at getting the disconnecting working yet so nice one in pointing me towards that direction. Will keep testing I guess if I come up with anything that works I'll update it here
  4. Any chance you got this working in the end, just doing some r&d at the moment having some similar issues myself!
  5. So concise, I have lots to learn still EDIT: thanks so much for posting up the hip file, saw where I went wrong with mine and got it working in the end!
  6. Tried my hand at this one, couldn't get the last bit with the bob exactly as it is though. https://beesandbombs.tumblr.com/post/124275875509/descending dot_circle_spin_v02.hipnc
  7. Had this web page bookmarked a while ago, has some of the basic math that you're after so hopefully gets you going in the right direction! http://www.designimage.co.uk/basic-colour-correction-maths-for-compositors/
  8. You can pad out the frame numbers with zeros using a number after $F so $F4 would give you 0001. I think this is what you're missing from your filename. You can check the docs for more info http://www.sidefx.com/docs/houdini/render/expressions
  9. Just saw something along the lines of this in a video this morning actually, here's the video at the part of interest (though the whole video is very interesting!)
  10. I've done this exact thing for trees using the method above to measure the area, works great. Just cache out the new tree with correct groups afterwards and you won't need to worry about speed.
  11. Having slept on this, you could always wire up a switch like so. If you have multiple switches, channel reference all their inputs to a master value on a null so one toggle switches them all between cache and pass through.
  12. Yeah so where ever you want to cache you can just put a null there and a file sop after. In the case of your network above, you'd put a null after particlefluidsurface1 then you can drop a geometry node into out and use that to render your cache. You'd have a file SOP after the null reading back in the cached geo. The idea is to get all the actual geometry render nodes into the out context so you can chain them up to render together. I'm not sure how to do it any other way, if there is a way hopefully someone will jump in but I find this way the simplest for me to understand and implement.
  13. Hey so I'm not sure if this is the *best* way of doing it, but it's what I do when I need to do something along these lines and it works for me I've put sticky notes in the example as I think it's easier to understand in Houdini, confused myself trying to type it out here cache_render.hipnc
  14. Haha sorry thought it was a 2 part question
  15. There are indeed guidelines for colouring nodes in the docs! https://www.sidefx.com/docs/houdini/network/best_practices