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  2. about entry level jobs

    You can do your personal project to put something in a reel, for example. Sure, there is no one correct answer for the raised question and a lot will depend on particular cases. I just made a concussion based on my personal experience working on "industry" positions. If you keen to be FX artist you might consider to start from lighter, pipeline dev, rigger etc. That's more or less close (you need to realize that you may be stuck with this position for years, it very often happens in such cases). But Render Wrangler is almost the same industry position as a receptionist. It's not totally useless only in short term time frame. If you think strategically and build your resume carefully getting such experience will not bring a lot of value. And a lot depends on the country, of course. In the USA, if a company looking for a lighter for the feature film about mammals animals they will consider artist with a lot of shots with mammals animals in the reel and reject if you have tons of perfect lighten reptiles (while in other places you may be hired if you can turn on the computer). Once again, this is only my personal painful experience of working on the same-same-but-different roles. And I 'm pretty sure I was totally wrong taking those jobs that's why I am sharing it with such confidence. In addition, I have tons of friends in the industry and analyzing their desitions and results prove my concept.
  3. POP Curve Force, @oncurve - how to?

    Hello howard, You can create differents oncurve attribut per pop curves. allow editing contents on popcurve node and in the geometry vop, there is a bind export node set on "oncurve", make it "oncurve1" for example and for the other popcurves do the same "oncurve2..etc you wil have separate attribut per popcurve.
  4. Today
  5. Delete Interior

    Ray SOP or intersect() VEX function can get you there Ray SOP can also shoot multiple rays for convenience (Sample and Jutter Scale controls)
  6. Delete Interior

    Hi everyone, I am trying to find an automated way to clean up some CAD geometry that I have. Retopo is no problem, the only issue I have is that the model has a lot of interior geometry that I want to get rid of. Interior and extrerior are connected !!! So I was trying different things without getting a decent result. I am thinking that one should send out a ray along the normal and see what it hits. Ideally multiple rays at varied angles to be sure. Outside points should hit pretty much nothing. So how do I do that? I dont know if a gather loop is a good option. Anyway, I could bot get that to work on sop level. Any help with this would be truly great. Thank you very much in advance.
  7. Arnold Grain Flickering

    Here's the file, just load the animation in it... and cook the rest. Have a nice day. Animation.7z GrainFirstEverTest_v001_Publish.hip
  8. Arnold Grain Flickering

    Hi, I crop out some of the particles by using a group node (by a geo) and a delete node to reduce cache size (that's why some of the particles seem to disappear when they reach the bound), the cache cost 16GB of space, let me upload the source setup HIP and you cook all the node. Sorry for the confusion Cheers
  9. Is there a Hoduini wizard, who could explain, how the process on the picture below is done. Cheers!
  10. Redshift crash (log attached)

    Are you monitoring the heat on your GPUs while rendering? They might be getting hot and dropping into thermal protection mode? 3 980ti = 750watts, motherboard can use up to 50. 80 plus power supply means you need to draw 1200 watts to get 1000 watts (roughly). It might be worth monitoring your power supply as well. https://www.cpuid.com/softwares/hwmonitor.html
  11. Cascading Waterfall Advice/Help

    Ok, i though the scale being that big to start off with was wrong thanks for the advice. Also using multiple emitters is defiantly going to help in the long run. Thanks again for the help and Test file
  12. Cascading Waterfall Advice/Help

    Base your simulation scale off the size of the characters that ship with Houdini. Once the simulation is complete, you can scale it up to the project scale size. I think I would use multiple emitter points, one at each little shelf along the waterfall to get things started. ap_waterfall_021819.hiplc
  13. Change a curve basis in VEX?

    No probs, but yeah we would also make happy use of such improvements :), so thanks to you too!
  14. Change a curve basis in VEX?

    Thanks for the feedback @acey195 , I'm suspecting I'll have to RFE. Cheers
  15. Cascading Waterfall Advice/Help

    I'm currently doing my FMP for University and will be working in a group of 4 to create an environment with a character asset and Waterfall/Lake FX asset within it. I will be solely responsible for creating the waterfall/lake but I'm currently unsure with which way i should approach the project. The Waterfall is going to be in the background cascading down some rocks into a lake in a cave however we will be creating the cave to real world scale which has caused problems when trying to set up emitters at such a large scale. I've attached some reference photos of what the waterfall is going to be based on as well as the initial proxy geometry created for my particles to flow over. I was just wondering if anyone here has any experience with a sim of this type/scale and could lend any advice on how they created it. Thanks RocksPrim.obj
  16. I'm not an UV expert, but I made this quick hip file. Take a look, maybe it will help. VDB_rock_autoUVs.hip
  17. Redshift crash (log attached)

    Hey @Sepu thanks for the tips, I'n with RS 2.6.32 I thikn is the latest. Just checked Debug > Verbose, should I wait for the next crash and check the log again after this option enabled? (I also checked "log to console") These are my system specs: Asus x99 ws e Intel i7 6900k 128 gb ballistix sport lt 3 x GeForce GTX 980 Ti 3 x Samsung 850 evo 500 2 x Western Digital 4TB EVGA Supernova 1000w 80 plus gold Corsair Hydro H115i Water Cooler (280 mm) One thing is I'm pretty full on disk space, but just bought an external to transfer some stuff, can be that the issue? On RS I updated to the latest to check if that was the issue, but it didn't solved. Same for the NVIDIA drivers but I had some issues with Octane in C4D so I went back to a prev. version. Not sure if matters but I got licenses for both Houdini and Redshift. Posting in RS forums to see if I can get some help. Just checked your site btw, amazing stuff dude. Thanks again! Cheers
  18. Thanks this has helped a lot: first polyreduce then auto uv. It's much better but I'm left with some areas with nasty stretching. How do I relax these in Houdini after the auto UV?
  19. Direct Modeling HDA

    DM 1.5 first screenshot: https://i.postimg.cc/rcy3KY3v/dm1-5-screen.png
  20. there is a scale manipulator. you just have to press E key. that's the way it is. don't ask me why.
  21. Change a curve basis in VEX?

    Hey, Also tried adjusting stuff similar to this with NURBS. My fear is, that the setprimintrinsic() function only actually works on a couple of the intrinsics, and not all of them unfortunately.
  22. Mesh Border Mask

    assuming the shape is flat (it has to have boundaries) you can also do the following: Use a divide sop to remove shared edges (toggle at the bottom), though it looks like on the left image this may already be the case. Put an "primitive" or "ends" SOP and set the mode to "unroll" (easier to find in the ends sop), you should now have the boundary line. then you can do the rest in an attribute VOP or wrangle, for example: (input the main geo in the first input, and the boundary in the second) f@falloff = xyzdist(1, v@P); v@Cd = f@falloff;
  23. If you have a high poly mesh, you do your UVs on a low resolution/poly mesh. You can make a low res. mesh by converting your high res. mesh into VDB, and then convert it back into polygons. I also use GameDev Auto UV, but sadly it doesn't do a good job every time. Check out the videos, maybe it will help. https://www.sidefx.com/tutorials/houdini-game-dev-tools-auto-uvs/?collection=48
  24. Picture below is of a branch. How would I make it so my normals are aligned along the primitive? The center of the branchs normals have the right direction. At the moment I am using polyframe texture UV style to get somewhat close to what I am looking for.
  25. For each POINT in each GROUP

    Could you please explain me why the groups are not stable? I was trying to figure out all day, why some points belongs to two groups forexample, or why the amount of points in the groups doesn't match the amount of points I have set up for the array based on the function nearpoints. I will attach a few pics. The whole simulation should work like this (the PDF file): 1. points are emitted from a circle 2. when they reach some position they should be clustered to groups of fxp 4-7 points and then they should be attracted to each other inside the groups by gravitational forces (something like this http://www.entagma.com/custom-particle-system-in-vex/), they should create in the end bunch of sticked particles 3. after getting near to a "magnet", the sticked particles should be attracted to the nearest point/surface of the magnet and stick on it I will be very grateful for any suggestions. Even though it didn't look complicated at the beginning, it does now beacause the lack of experience with vex coding. Particle attraction.pdf
  26. First time I do UV mapping for a rock (was used to manual UV flatten for hard surface objects) This is a high (very high) poly rock (obviously not for games) I applied GameDev Auto UV, it has taken a bit more than 10 minutes and I got this: 1- How do I clean the apparently unnecessary seam cuts (in red)? 2- Does it look like a reasonable UV mapping for a rock? are there too many seams? it's meant to go to Substance Painter. 3- should I have applied the UV's when it was low poly? (I have 5 layers of noise, each time I want to add noise I subdivide first) At the end I added a close up on the mesh (822170 polygons)
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