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Shinjipierre

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Everything posted by Shinjipierre

  1. Mmm, did Dreamworks give your rights to show these images?? The movie just came out in theaters and it's written "do not duplicate" on them?
  2. If you haven't tried H16 yet, you may find yourself banging your head on the desk because they have changed the hotkey "1" and "2" to set the display/render flags. They have changed the key and also the way it works. 1. New way, hold "R" and left click on a node to change the display, "T" to change the render flag. 2. In between way, there's a preference called "flag hotkeys work on existing nodes" in network editor preferences. Now, if you press R/T, it'll set the display/render flag without the need of a click. 3. You can update the hotkeys, they're now called set primary/secondary/third flag in Houdini/panes/network editor - primary = template - secondary = render flag - third = display If you wish to update these shortcut, you'll have to restart Houdini
  3. This may suit your needs, use alembic instancing instead. Can't check it as I can't export the alembic at home. just be sure you have the "use alembic instancing when possible" parameter on (it's on by default) alembic_instancing.hipnc
  4. It feels like what you actually needed is to use the bundle list feature, it stores a selection list in a variable that you can then call directly in your Mantra Rop.
  5. You can't have multiple curves in one shape, I think you need to create a hierarchy with the different curve objects. This should work, can't test it as I have a non commercial version of Houdini at home. POINT_FUSE_should_work.hipnc
  6. Uvtexture with the rows and columns option?
  7. Good old wire solver does the trick
  8. Probably won't work for a shutter speed of 2, you could parent the object to the camera as a prerender script instead, then. Shutter of 2 frames + object without motion blur, the hell are you doing?
  9. Something like that? remove_mblur_v001.hipnc
  10. Try to use findshortestpath instead.
  11. ah, already answered that question not that long ago
  12. VDB fracturing should work wonders for your case
  13. Here are a few ideas. 1. Well that will depend on your camera shutter but you could just force the camera not to have interpolation in your shutter time. 2. Other way would be to change the velocity attribute on the particles depending on camera space. 3. (My personal favorite, used on Ender's game) Parenting the object to the camera at render time.
  14. good old infinite recursive loop
  15. Have a look at the wedge ROP instead
  16. pack each piece with the name attribute, use attribute promote on your attribute
  17. I think making a google survey or something may get more hits, filling a word document is not really appealing and you probably won't get many answers
  18. Pretty sure that happens to everyone, hence why you don't wanna finish your day on a problem at work.
  19. It seems that the voronoi is recreated at every frame, meaning that a rest position would not help. I tried something but it doesn't seem to quite work, 'cause of the changing point count. uv_flow_v001.hipnc
  20. Spherical coordinates in your noise should be what you're looking for
  21. Just use a callback script on that changing parameter
  22. Yo, Here's a possible fix, using xyzdist and primuv to find the correct uv value and a for loop on each connected uvsets not to have bad uv interpolation UVs Transfer Problem_fix.hiplc.hipnc
  23. Yup, doing great there, hope you're having fun at Remedy
  24. One simple way is to use the detach option, it'll detach some pieces but it may not work greatly. The other way is to create your own cluster attribute, if you open the voronoi fracture OTL, you can have a look at the "calculate_clustering" part.
  25. There's an "additional uv attribute" on the alembic export node