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lavitz01

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    Chase
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  1. I am using the trial to evaluate the render. I am missing the shaders in the shop, and mat contexts and I have no vop for Arnold. I have the dropdown menu and the rop. in the dropdown, it is missing the lights and volume creation that redshift has. I am assuming these are missing too. here is my hou.env # # NOTE: The use of packages is highly recommended instead of houdini.env # See details about packages here: https://www.sidefx.com/docs/houdini19.5/ref/plugins.html # # Houdini Environment Settings # # The contents of this file are read into the environment # at startup. They will override any existing entries in # the environment. # # The syntax is one entry per line as follows: # VAR = VALUE # # Values may be quoted # VAR = "VALUE" # # Values may be empty # VAR = # # Example: # # HOUDINI_NO_SPLASH = 1 # htoa config start PATH = "$PATH;C:/Users/lavit/htoa/htoa-6.1.3.2_r2bc6797_houdini-19.5.368.py37/htoa-6.1.3.2_r2bc6797_houdini-19.5.368.py37/scripts/bin" HOUDINI_PATH = "C:/Users/lavit/htoa/htoa-6.1.3.2_r2bc6797_houdini-19.5.368.py37/htoa-6.1.3.2_r2bc6797_houdini-19.5.368.py37;&" # htoa config end
  2. I am considering buying a dated computer but am uncertain if it is worth it. I plan to use it strictly for rendering using deadline and use my main computer for all of simulations. it uses an amd fx8300 cpu and ddr3 ram 1866. i am unsure if it will be running very slow because of its age and the old architecture it runs on. Might even not be able to run modern OS's. Hoping someone here might be able to offer some insight.
  3. I love the first two series and have wondered this myself. I believe this is how it can be achieved. The basic puddle has a mask that reveals over time. Around .2 -.5 seconds the middle of the puddle shoots out like a pyro simulation or a pop net with forces applied. It will need to be converted to pop at some point, because a suction force will be needed to be applied to attract the points after they shoot out in one direction, they need to reverse direction. Once you have the behavior, it needs to be converted to flip since different simulations interact with one another. I would advise using 2-3 network. Looking forward to seeing your progress!
  4. I have been working with Ubuntu 18 and no issues. I did a clean install with these partitions on my 1TB NVME2 m.2. I want to make my 1TB nvme my Ubuntu partition. When i did the clean install with these partitions i ran into some issues. not sure if it a hardware issue or what. When i got to the desktop the first time without needing a PW or having to log in no issues just that the app/software store was saying snap was missing when i tried to click install for things like VLC OBS or visual studio. i did a reboot and this time it would require a PW. when i enter my PW correctly, it take me back to the screen where i need to click on the user and enter PW again. i did this 10-15 times and no luck. never ran into this with Ubuntu 18. not sure what the problem is. maybe you can advise if my partitions are off, if i need to create them in gpart or if i should leave it up to the installer to make the partitions. Maybe i only create the swap and thats the only one then install. or maybe i only have root on the NVME and the rest on a HDD like swap and /tmp to make the nvme last longer since it will contain my houdini files for fast read and write speeds. what do you advise and how can i fix the problem? /root 30GB physical ex4 Swap 64GB logical /root/var 30GB logical ex4 /boot 2048 MB logical ex4 /tmp 64GB logical ex4 /home rest of the space think 820GB logical ex4 system: 128GB ddr4 3000 ryzen 1980x 3.6ghz kraken x62 liquid cooling x2 Nvidia GTX 1080 TI hybrid 1000 Watt PSU x1 nvme2 1TB x1 NVME2 500GB (windows Primary) x1 HDD 500 GB (windows Secondary) x2 HDD 4TB (External storage)
  5. I have been working with Ubuntu 18 and no issues. I did a clean install with these partitions on my 1TB NVME2 m.2. I want to make my 1TB nvme my Ubuntu partition. When i did the clean install with these partitions i ran into some issues. not sure if it a hardware issue or what. When i got to the desktop the first time without needing a PW or having to log in no issues just that the app/software store was saying snap was missing when i tried to click install for things like VLC OBS or visual studio. i did a reboot and this time it would require a PW. when i enter my PW correctly, it take me back to the screen where i need to click on the user and enter PW again. i did this 10-15 times and no luck. never ran into this with Ubuntu 18. not sure what the problem is. maybe you can advise if my partitions are off, if i need to create them in gpart or if i should leave it up to the installer to make the partitions. Maybe i only create the swap and thats the only one then install. or maybe i only have root on the NVME and the rest on a HDD like swap and /tmp to make the nvme last longer since it will contain my houdini files for fast read and write speeds. what do you advise and how can i fix the problem? /root 30GB physical ex4 Swap 64GB logical /root/var 30GB logical ex4 /boot 2048 MB logical ex4 /tmp 64GB logical ex4 /home rest of the space think 820GB logical ex4 system: 128GB ddr4 3000 ryzen 1980x 3.6ghz kraken x62 liquid cooling x2 Nvidia GTX 1080 TI hybrid 1000 Watt PSU x1 nvme2 1TB x1 NVME2 500GB (windows Primary) x1 HDD 500 GB (windows Secondary) x2 HDD 4TB (External storage)
  6. What is the best distribution for Houdini, nuke and maya?
  7. The way the object is and naming conventions are how it was provided. I agree that <UDIM> is most universal for maya max and any 3D packages but some forums I can across said that Houdini needs the % proceeding and the truncated d to correctly interpretation multiple UDIM’s. I could be wrong, but I could not tell the difference between using either version. It might just be the difference in read and write speeds or data interpolations. two issues I have found is that after I group split and group the nodes and add a transfer uv sop, and translate 1 unit in x, the textures become lost or stretched. It seems that and I’ve translation destroys the uv position in relation to the uv sets. In regards to displacement I added the RS displacement and also the RS object and enabled both tessellation and displacement. When I did this, the skin for the most part looked fine but the eyes and mouth became very distorted and seemed to have rotation and height maps injected. Without displacement it is smooth and then become jagged once applied. It is the same with or without the map. Can you control the intensity or area of displacement or apply a mask? I tried to lover the intensity to 0.0001 but it had no effect until I applied a value of 0. thank you for everyone’s time and help.
  8. Can you share your hip so we can debug this issue?
  9. Here is the alembic model. let me know if you need anything else. Thank you for the help! creature_bgeo.abc
  10. I am tring to assign either .tiff or .rstexbin files to my character that i am using for RBD. when i assign the textures to the character, they seem flat even though i assigned the displacement map. The character have at least 4 UV sets per texture it seems. is there an easy way to create all of the groups needed since the character has at least 12 different objects that were merged together before being packed. I unpacked the geo and could se the uv sets that were all layered on top of one another. i have 25 different texture maps and i am having to select the polygons individually and then group them to use a material sop to assign to the group. if there is an easier way about this please let me know. I have attached url for the textures and the hip file. https://drive.google.com/uc?id=1mjLxLb2AWJcL2qAZTXe0fIVlP860Ku78&export=download DinoCharacterHelp.v01.hipnc
  11. you can control this through a wrangle at the SOP level or in dop you can use either gravity or a wind(fan) force and designate the force direction and value (x,y,z) i.e. (0,1,2). This will give you wind blowing north east or south west depending on where you place the force in the scene. ive used this to drive a billowy smoke sim to use it as a sand storm.
  12. You can use the gasdop or you can add a vectorforce through a wrangle. I can find my file later tonight and give you specifics later if you need.
  13. He has indie which I believe does export. I believe he can export as FBX or alembic (.abc). I believe the only limitation of indie is that it has a rendering limitation of 1280 x 720 with no watermark.
  14. I am trying to figure out how to create a custom shader in vex for creating a glass shader with refraction for bending light. Additionally, i am trying to create a shader for lava that uses one shader when the temperate or speed is above a certain threshold. Like when it is flowing fast it uses the liquid lava shader and then switches over to the solid lava shader when the speed slows down. How can i achieve these shaders? I have been having some issues with creating these.
  15. i created a mandlebulb/mandlebrot and i want to animate it with colors that change like left 30% green right 70% blue and it changes over time. I do not know how to accomplish this. Please help. mandlebrot_016.hip
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