Jump to content

aboubakrvfx

Members
  • Posts

    18
  • Joined

  • Last visited

Personal Information

  • Name
    boukhari

Recent Profile Visitors

2,426 profile views

aboubakrvfx's Achievements

Newbie

Newbie (1/14)

  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

1

Reputation

  1. thanks a lots for this information i tried your method but it's still not working with some area , i'm trying to tweak it and i'll post the result , thanks again
  2. no problem dude you are smarter then me XD . another thing when i change my render pass to 8bit integer this little value pop up in the inspector if i can find a way to pick it it will solve my problem
  3. maybe there is something we can change via env or python ?
  4. the only problem is this random small value that change when i pick the color from my render pas , it ruin every things
  5. i'm trying to mimic the color id in quixel ddo , instead of creating for each part of your object a group and assign a material to it i want just to pick the color id from the render pass then it switch to it automatically here my example
  6. thanks for your reply i tried to fix it by reduce the noise in mantra rop but no successes, i just tested it in comp and i get the same result, is it a bug ?do you know any other tools than can pick a color from an image for houdini ?
  7. hi every one, whenever i pick a color from the final render i got this weird result , some times it's slightly bigger and other it's lower , i'm using default value in houdini didn't change any things in render or linear workflow any idea ?
  8. uncheck "output checkpoint files " in both mantra and hq_render http://puu.sh/mmJw2/0e06e6835c.png http://puu.sh/mmJwk/d4a9d4a3e8.png
  9. i hope they will do
  10. any one?
  11. hi every one is there any workflow to simulate rbd on multiple machines ? since the slice work only with flip i'v tried some stuff like using the hq sim and hq render and no chance and thanks in advance
  12. is it possible to share a rbd sim to multiples machines?
  13. ok i've made some changes in your scene ,it was too small too slow for the sim , and now there is 132.992 particles in each frame iceCream_melting_001_a_0095_V2.hiplc.hipnc
  14. hi pancho nice work , if you want a fix number of particles you have to uncheck "reseeding" in the flip solver
  15. hi every one ! this is an attempt to generate uv for particles flip , the result look weird but it's because of Ray surface node and the low viscosity , i made a test before with high viscosity and it's work fine is there a way to fix the uv projection to the mesh ? thanks in advance uv_rnd_03.hipnc
×
×
  • Create New...