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enquel

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    Artur
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  1. Hi there, I am looking for resources pertaining to procedural modeling and UV generation in context of: 1. high density meshes with variable topology; 2. high density meshes substituting low-poly objects, instanced at render time (optionally here with some tricks to fake mesh continuity). Has anyone been digging into this topic inside Houdini? Thank you in advance
  2. Make sure you have data in 1st frame, also check back Modifiers tab in Blender to repoint to a proper Houdini node path. If that fails, run sanity check on different Blender version. Some have .abc import broken. Generally it is buggy - forget about line rendering (works in viewport, not in final render).
  3. Hi there, I've got not color when rendering clustered smoke. I am using all the regular setups with merging Cd into vector field. Works fine for non-clustered. Does RS have problem with sourcing attributes from multiple density and Cd fields produced by clustered smoke within 1 node? I don't want to do merging since it would produce enormous cache files.
  4. Use rest pos point pos as ref for stick beh, then sop solver inside dop for data feed.
  5. @fencer Much obliged for really nice tutorial.
  6. Hi, I am considering the same unit. The specs are really nice. What are your impressions? How about performance for long renders? (like several h/frame), or long sims? Best
  7. Did not work, I will post sample file soon. I guess I would need to make an attribute integer that would take a different value based on a strand number, then, maybe use a for each loop to do the mapping for each strand, then collect them and lay out nicely. Yet, I haven't been using Houdini for quite a time (been working on a game in Unity) and could use some help here.
  8. I have this problem: I have the hair curves imported as one mass of of points (each hair curve has equal length), which I then turned into actual curves by adding polylines broken every nth point. I then swept everything into actual polygons. Now, my problem is: I want to apply UV mapping, a linear mapping along each of the curves, and place them one right to another, like a patch of grass seen from a side. How to do that? UVTexture SOP has the options for splines, but I guess these needs to be single splines, not a bunch of them. Thank you in advance!
  9. I'm interested in a specific effect. Namely, I have a basic, perfectly square box modelled and sculpted in ZBrush, where I applied interesting displacement to edges. Now I want this effect to map onto other objects in Houdini, not only boxes - some look like slivers, shattered pieces of land, etc. Is there a Houdini Ninja here to show me a way? I thought the best solution would be to have each object same UV mapping, which would solve the case prettey easily - yet for objects which deviate from my original box object much (like boxes squased so they resemble a plane) there appear artifacts - which seems normal, since my displacement texture gets squased and stretched here and there. I thought of other solutions, like resigning from displacement texture and using remesher along with peak, smooth and facet - it gives me a nice effect, but I would like to have the possibility to transfer my displacement maps(designed for a box) onto other objects with same UV mapping. I hope I made myself clear. Thanks in advance!
  10. What's the workflow for exporting a skinned character to use in exernal packages, like 3DS Max? Is it possible? Best!
  11. Welcome, I have a problem trying to read multi channel EXR files from Houdini into After Effects. The eXtractor plugin in AE does not see any image planes, regardless the setting I try. Changing compression modes of EXR files does not help either. It is a pretty basic functionality. How can I remedy this? Thank you in advance
  12. It works, I was simply tired and made a stupid mistake trying to get it to work... Thanks!
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