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  2. I actually find the way to use PDG to send separate jobs for saving USD and render in karma using different type of licenses.
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  5. Alpha will be always solid, you can try to add custom AOV for alfa
  6. Looks more like a creek or a stream, not a river.
  7. Hullo and happy New Year! I'm rendering a glass bottle--100% transmissive--lit only with some area lights in Karma (for contour reflections/highlights), but I still can't get an alpha channel so I can place it over a background in post. The alpha is always 100% opaque. How can I get the glass to be glassy?
  8. Last week
  9. This river is create in Houdini and using quixel. In this project, I raised the quality of part of the water using the new Houdini tool, and then I created whitewater and wetmap and rendered it using the Mantra rendering engine. hip file : https://sajadalavi.gumroad.com/l/jjdqk
  10. sadjadalavi

    Rain Curtain

    Hello I am Sajjad Alavi and I have produced this product with 150 frame loops that are completely in line with your requirements. If your requirements are different, please contact me. sajad alavi https://sajadalavi.gumroad.com/l/ugrqno email : sajad.alavi.73@gmail.com
  11. Hello, I can work with you I have 6 years of experience with Houdini and have worked in cinema, advertising, etc. I specialize in making functional tools. Please read my CV Showreel : vimeo.com/856429205?share=copy Pass : 1374@sajjad sajad alavi CV.pdf
  12. Welcome to this Houdini project! With this project, you will learn how to create strong wind effects on branches, leaves, and other objects in a very simple and optimized way. You will also learn how to move leaves on the ground and create a storm scene like the one in the image. This project is ready to use. You just need to press Shift + V to get the final result. All the settings for rendering and fog are already set up in Karma. Also, with this project, you will get three useful digital assets that can help you in your other Houdini projects. Let’s start and create the storm together! Hip file : https://sajadalavi.gumroad.com/l/hzece
  13. Can someone explain to me why once maximized the size() method doesn't register the new dimensions; and possibly provide me with a solution? import hou viewport = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer) print(viewport.size()) viewport.pane().setIsMaximized(1) print(viewport.size())
  14. A thin flat grid isn't the best collider. Delete that and use a proper ground plane object to solve your issue.
  15. Hello friends, I’m facing an issue with the rigid body solver (which is natural, but it causes problems with shadow rendering). Specifically, when I drop multiple objects onto a surface with a defined bounce value, some of them don’t precisely connect with the collision surface at the point of contact, leaving a small gap until the bounce reduces and they settle completely on the surface. I’ve adjusted the collision padding, the type of collision, substeps, and time scale, but it didn’t help. When I reduce the time scale (e.g., to 0.1), it calculates the intermediate frames properly, but when I increase the speed again, the same issue persists. I thought maybe there’s an idea or a way to solve this using a Wrangle. I’d appreciate any guidance. rbd_col.hip
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  17. Ever wondered how the Lattice SOP (or FFD in other 3D software) works under the hood? The secret lies in Bernstein polynomials—a fundamental part of Bézier curves. By understanding this math, you can push beyond the tool’s limits—like using VEX or OpenCL to overcome the 30-division cap. Special thanks to Bradley Henke at SideFX for his performance tips.
  18. Hi guys. I'm looking for vellum net football. like this picture.
  19. Can be done with simple noise animation without solver. particle_morph_v01.hip
  20. Hi, would you mind share the file again please an unable to download the file
  21. save uv1 uv2 etc and in shader brin uv set you need for texture
  22. that Python Null trick is quite neat, thanks for sharing! for the meantime, i'll just go with using def
  23. Okay. Solved! I have to spend lots of time to figure it out your second way that gets u. (Still confused me) Anyway, Cheers! And Merry Christmas!!!
  24. I would greatly appreciate any guidance on the issue I am encountering. I am having trouble understanding why my clumping fails when using the Texture Mask Node, even though it works fine without it. I have attached the .hip file to help illustrate the problem. Any assistance in resolving this and ensuring the clumping works with the Texture Mask Node would be highly appreciated. Texture_Mask_Node.hip
  25. If you want to avoid the the foreach (using carve) you can also use the clip node, which gives you the same result and it is also maintaining the point and the primitive attributes except the ordering of the point, which shouldn't be problem at all, because you store the old curveu attribute and it gets interpolated (by clip and carve aswell). Match_Carve_modB.hipnc
  26. What is wrong about doing the other way like in my example? Your way is totally fine, Problem is mine, like i said I am trying to not use for each loop to save some performance, Because my other scene got too much paths. (Your method I had to save for the last in case if there is no other way that without for each loop could do it) The reason for this you initialize the attribute in pointwrangle1 while calling it I thought this way could help me match primIDs...(Like this parameter do here, corresponding IDs) you are capturing the original geometry (overlapping) from the not overlapping geometry, which makes no sense in my opinion. I was trying to move not overlapping geometry's curveu attribute to original geometry (overlapping) base on it's animation order, when it done, use this attribute to drive the new carve node that attach after not overlapping geometry. (If you take a look my .hip file you would know) Basically what I want is If your primID is 4, and then you only capture the primID that is 4 of not overlapping geometry's attribute, not others, even there have overlapping paths. (Could this be done? If could then I guess I could do this without for each loop, What I get now is they capturing what is closest, Not by ID) Sorry to bother you again, english not my mother tongue, I hope that what I describe is not making any confusions. Match_Carve_v3b.hip
  27. There are several issues: If you look at your prim_ID attribute in "pointwrangle1" you can see, that it is always 0 (the primitive 0 is the lowest middle starting from the center -> so the values displayed are correct but probably not what you want). The reason for this (you initialize the attribute in pointwrangle1 while calling it -> to fix this you can capture the the primitive using xyzdist() as well) but on the other side, you are capturing the original geometry (overlapping) from the not overlapping geometry, which makes no sense in my opinion. What is wrong about doing the other way like in my example? @edit: here is another way capturing the position directly from carving Match_Carve_modA.hipnc
  28. Now I am trying to make xyzdist() based on primid, I mean, Only find those primid were matched even there were overlapping paths. (I don't know if I doing right.) I think through this method, I can attatch a resample node after merging those overlapping paths and turn on curveu attribute, and then use animated carve node to capture curveu attribute, and then use that attribute to dirve another carve node so I can skip that for each loop part to save some performance.(My another scene got hundreds paths.) But when I was capturing curveu attribute, it start to appear some wrong values, I don't know why, could you take a look for me? Thanks again. Match_Carve_v3.hip
  29. Hi guys, I have two textures and would like to use a separate UV (uv1, uv2) set for each one. How can I achieve this? Thanks for helping.
  30. Sure :-) I would prefer xyzdist() for this over attribute transfer, because you can limit the search to a subset of primitives (especially for this case one primitive, because you already know the prim id) and you gain access to the intrinsic uv value, which gives you the parametric position of the closest point on the primitive.
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