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MarXindia

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    Arvind
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    Mumbai,India

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  1. Hi Guys, My Query is related to PDG service Manager,I ahve two questions 1)how exactly does the pool size work in PDG services ?the help says "Sets the number of instances that will be created for the service pool." are these number of instances ,number of cores allotted to the work items?I am very confused here,any clarification will be helpful. 2)After creating a service for ex/ a "ROP Fetch Service" it takes some time to start the service ,what is the delay about?I have to wait until the service lights turn green before cooking the node with service on
  2. Iam am trying to execute the example file top_"mayapipeline" from the houdini help directory,but the top throws an error when I check Image magick it gives me error [12:47:39.497] Executing command: convert "C:/Users/user/AppData/Local/Temp/houdini_temp/mayapipeline/pdgtemp/render_1.png" -background black -resize 128x128 "C:/Users/user/Desktop/Desk Record/TUT/pdg/top_mayapipeline/images/mayapipeline.scale_down_render1_310.png" Invalid Parameter - /Users Now the renders setup above imagemagick happened ,but scaled down image supposed to be generated by imagmagick hasn`t. I checked and reinstalled Imagemagick,it`s working in other top networks Any idea why this could be happening?
  3. Hi guys, I am trying to reduce the polycount of the animated Houdini test geometry Crag.I tried to call each piece of Crag inside a for each loop and poly reduce it on a static frame using timeshift and later use poly deform to get the animation on my lowres model,but Timeshift is not working.I have attached the hip file here. At a glance character seems to have optimized but,the flow is not working as intended.IF we change the frame from 109 to any other we can see that the paint is not sticking to the points because order is changing. Also if there is any other way to obtain lowres animated geometry from such characters or assets,kindly let me know. test_timeshift_inside_loop.hipnc
  4. @markingleukc ,thanks alot dude you saved my day.
  5. Hey Guys very Old topic still digging it....I am facing same issue.I have multiple static objects inside my dop and I want to control the behaviour of my particles after collision with each object differently,so far only option I can find is hitpath attribute which gives me collision data for each object,but I am not able to use it.Don`t know where I am going wrong...below is a small expression that I am trying to use to just change the color of my particles whic\le colling\ding with different objects which gives me error.... if(@hitpath == op:/obj/geo1/popnet:0) @Cd = {0,1,0}; else @Cd = {1,0,0}; I am getting error that says unexpected ":" expecting ")",I really am stuck
  6. I already tried doing that but it didnot work for me,my volume disappeared.To some extent I managed it by converting the rest position into a vdb vector attribute and using it as position for turbulent noise inside a volume vop to create the noise pattern.But, it didn`t give me the exact result as the Position attribute inside the volumevop would give. Please check the attachment. BloodyNoise_02.hip
  7. you can simply extract the velocity from one volume using blast node and merge it with other.And there are various ways to create velocity from scratch.You might want to elaborate your question bit more.
  8. Here is the test file if you go through the timeslider you can see the noise changing due to change in the point position.I want it to animate only when I switch on the animated checkbox in the Noise tab or while using a custom noise with animated offset. BloodyNoise.hip
  9. Hi, I am trying to use an animated geometry as emission source for pyro sim.The problem is when I check on the "use noise" option in the fluid source the noise is animatedting based on the animation of geometry, as the point positions are changing,where as I want it to remain static.Is there any way to use the rest position with this or any other option? Thanks
  10. Hi, I need help caputring the information of light on a surface as luminance values,without baking it as maps. Thanks
  11. Hi Erik, Thanks,that was the problem.Houdini is rendering the shaders now but I am caught up with another one.Houdini is not rendering the aLsurface shader from Maya where as its rendering the aistandard.And the files we received from lighting uses aLsurface shaders.I tried to recreate same using aistandard but parameters are different and few not available in aistandard.Do you have any idea about that?
  12. Hi, I am trying to render Maya ASS file with textures in Houdini using Arnold procedural and instance nodes.I am getting the geometry but textures are not coming.
  13. Nevermind I got it using group with expressions option thanks
  14. Hi, In the attached image I want to group or separate the thin faces with bigger ones.Is there anyway to find the size (width precisely) of the .faces through group node? Thanks
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