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g17

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    Ganesh
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  1. Thanks for the file Paul Really appreciate it .I totally agree with u as i am loosing the correct density masking. i did try disabling fire and scatter..it didn't do any good. But i will look into your file. and also duplicating the pyro and using one for matte and one for phantom is a great idea... thanks you again. Cheers, Ganesh
  2. so it seems like the matte is working after disabling the material assignment on the actual explosion..
  3. Thanks Paul..but unfortunately i see the explosion in alpha as well
  4. So ..to be clear .when i set it to matte I'm still seeing my explosion instead of empty space which is the issue I'm facing .and when i set it to phantom.. the explosion is not visible in primary ray but visible in seondaries .. which is working as expected
  5. Thanks..I have done that already. But for some reason its not not working when i set to matte but it does work when i set it to phantom as phantom
  6. Hi, I'm trying use my explosion VDB (density,scatter,temperature,vel) as a holdout using the render geometry settings and it doesn't seem to work, as I'm still able to see my explosion. Is there any other setting that I need to be aware of for this to work. pls let me know. Thanks, Ganesh
  7. Hi, I'm trying out a simple scene with a pighead(static) and ground plane. I have imported my animated camera from sops with some erratic camera movement. I'm unable to see any camera motion blur, both in LOPS Viewport and in the final rendered image. I even tried the Karma Rop but still no luck with Camera motion blur.I have added Karma render properties with mblur turned on. It would be great if someone could help me with this issue. I have attached my hip for ref. Thanks, Ganesh lop_camera_mblur_test.hiplc
  8. Hi guys, I'm doing hda for human fingers and it has multiple rigpose nodes for(fist,splay,relax.etc..)and i blend them to the original skeleton with skeleton blend.After that i have a rig pose node which is to give the user individual ctrl on each fingers and i want to expose only that rig pose node onto my hda. so the problem that encountering is once i go to hda level its showing up all my rig pose nodes. Inside the hda outside the hda it would be great if someone could help with this issue as i just want to see final joints with just exposing the the final rigpose nodes to the user. Thanks, ganesh
  9. Hello Everyone, I started learning Rigging & Kinefx few weeks ago (not sure if that's the right way go) but i'm doing a simple Spine test based on a maya rigging tutorial [video]https://www.youtube.com/watch?v=5mB2NzX-4mM&list=PL8hZ6hQCGHMXKqaX9Og4Ow52jsU_Y5veH&index=5.[/video] Basically trying recreate it in Kinefx So i got my basic spine working but not sure about implementing the individual hip and chest twist.here is the screen shot of the tutorial(SL) and my version(SR). I have also attached the hip file aswell. spineTest.hiplc so I'm stuck in this situation where my hip rotation rotates the whole spine and my chest rotation doesn't have a smooth falloff rotation. It would be great if someone could point me in the right direction to achieve the similar result. Thank you. Cheers, Ganesh
  10. Hope this helps swimmingVOP_odForce_fixed.hiplc
  11. g17

    Explosion

    I fixed that by matching the grain to the BG plate and added overall blur(very little) to the cg elements .Have a look and let me know what you think. Thanks
  12. Hi , I am trying to do a clustered smoke sim emitted from a particle cache.basically i am following the the animated source points example file.I did the basic setup . The problem arises when i am trying to create the instance points for the containers.i need to create the instance points only on creation frame which is not working.i did a frame offset on the particle cache . but still i am unable to create the instance points . Since i am new to clustering i am unable spot the mistake or dont know whether i am doing the right thing .Can someone please have a look at the attached file and help me with this issue Thank you. Regards, Ganesh test_cluster.rar
  13. g17

    Explosion

    Thank you Andrew.i already have a motion blur on it.may be i need to increase it and i will add the overall blur as well.
  14. g17

    Explosion

    Hello Everybody, Here is a small destruction work that i been working on for the past 2 weeks.Footage tracked in Nuke and Fx elements were simulated and rendered in Houdini,Mantra. Critics and comments are welcome. .http://vimeo.com/112624546 Regards, Ganesh
  15. Hello everybody, Please do have a look at the attached mov. As you had seen the mov , i done the very basic Destruction sim.At this stage i wanted to texture the exterior wall and the fracturing pieces to match the building.How do i approach this situation. Please Help me with this issue. Thank you Ganesh ver1.mov
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