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Found 4 results

  1. Hey guys, Does anyone knows how can I add motion blur to deforming geometry on Redshift? Here in this example I managed to put motion blur on one sphere, which is animated by the transform tab. The noisy sphere just have a noise animation + trail sop to compute vel. but got no blur. The right object is a flip fluid. No blur as well Scene file is attached in case anyone want to have a look. Thx, Alvaro redshift.deform.geo.blur.hiplc
  2. Hi to all, i was preparing my source for a pyro simulation and i incurred in a weird artifact As you can see in the images i uploaded in the edge of the geo there is this weird blur, the problem is that even if i turn up the density or the division size i get this, it occours also in the pyro sims making everything look srange It couldn't be neither my video card drivers or houdini, i already tried reinstalling it without obtaining anything Any advice? I leave you the scene file Thanks in advance Volume_Vis_Problem.hipnc
  3. Anyone have this strange problem exporting particles from Houdini to Maya?It doesn't happens on all frames,its just sort of random,some frames render fime if you turn off snapping in timeline and scrub,weird. The render engine its Arnold,i know there is a way to carry the v information in vertex to Maya But this its the only way to avoid this issue? The particles are geo after a copy operator,nothing fancy
  4. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip