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  1. Today
  2. I remember there was a tutorial on this. Do you have the link to the artist that originally posted this? Thanks
  3. I remember there was a tutorial on this. Do you have the link to the artist that originally posted this? Thanks
  4. I don't know your pipeline so I can only comment on why your scenefile doesn't currently work. If you're intent is to sublayer deforming meshes over static meshes then your deforming meshes layer must be authored such that the mesh prims are in the correct place. Your scene attempts to sublayer /Anim/Ball_Anim over /Anim/Ball/geo/Ball, so it won't work. You could reference the deformation onto /Anim/Ball/geo/Ball but your deformation layer has /Anim/Ball_Anim specified as an "over" not a "define" so that won't work either. Essentially you need to reauthor your GeoClip layer. The red nodes in the image here are what I needed to do to make it work. My recommendation would be to either author your deforming mesh with a heirarchy that matches your asset (/Ball/geo/Ball) or your shot (/Anim/Ball/geo/Ball). In the former case you can sublayer the animation over the asset and then reference the animating asset into the shot. In the latter case you can simply sublayer the animation over the shot. Hope that helps. As a side note, I try to avoid sublayering after referencing as it leads to more layers on disk than necessary. If you look at the layers panel, every time you end up with an implicit layer sandwiched between explicit or "don't save" layers you'll end up with an extra layer needing to be saved. So try to order things to keep implicit layers together at the top of the stack so they nicely collaspe into a single work layer when you export.
  5. For anyone else stumbling on this years later I had the same issue today. If you have your Karma render settings "Velocity Blur" parameter set to "Velocity Blur" or "Accelleration Blur" it won't render any Deformation Blur unless you set your deforming mesh prim to "No Velocity Blur" with a Render Geometry Settings LOP.
  6. If you want to import camera into Solaris from OBJ context use Scene Import (Camera) from tab menu. From my experience it imports camera with all animated hierarchy. Or you can first bake all camera animations into a new camera with Bake Animation ROP then import this camera into LOP context.
  7. I have a camera in SOPs, animated with two Null controls. Normally, I'd bake the camera and bring it into Solaris, but currently, baking misses the aim animation from the Null controls. How can I fix this? Ultimately, I just want to bring the animated camera object (controlled by the Nulls) into Solaris. Looking for a quick, easy way to do this!
  8. Yesterday
  9. Last week
  10. Use divide-> compute dual on the mesh then convert to lines
  11. If you are not rendering with cpu, just delete redshift-core-cpu-vc140.dl from the Redshift folder.
  12. Hello everyone, Hope someone has some insight on how to fix this error. While submitting to my local box, to i get this error Not sure what to do or what this means. Any suggestions would be helpful.
  13. Apologies @vicvvsh I missed your post. This is even perfect. So simple and fast to work with. Thank you!
  14. Earlier
  15. The issue likely stems from how the proxy is exported — it’s being treated as a single mesh without preserving per-component hierarchy. To fix this: In SOPs, ensure each component has a unique path or name attribute (use Name SOP or Attribute Create). In the Redshift Proxy Output SOP, disable "Export as Packed Primitives" to avoid flattening the geometry. In Solaris, when using the Redshift Proxy LOP, set it to "Load as Reference" and confirm that hierarchy is preserved in the Scene Graph Tree. Each component should appear as a separate prim. Once you have separate prims, use Material Library LOP and Material Assign LOP to assign materials to individual components. If the proxy continues to load as a single mesh, consider exporting as USD with proper hierarchy and assigning Redshift materials directly in Solaris for more flexibility. Hope this helps! forward proxy
  16. Hi there, I'm trying to bake vertex colors applied to a high-res mesh into the same mesh but low-res and both have a principled shader applied to it. For now, no matter what I change in the principled shader or in the bake texture rop, the baked image comes out black. White UV island img attached If I just try baking a simple texture based on the high-res uv space, without transferring to the low-res mesh, a shiny white UV island image is created. I checked "Use Point Color' in the principles shader, applied the shader to the mesh, in the "bake texture" rop, I add the UV object, and check the Surface Unlit Base Color (basecolor) and the image is baked white. How can vertex colors can be properly baked in Houdini?
  17. That's exciting! BUF’s in-house 3D app going public is huge—especially if it’s fully procedural. Can’t wait to see how it stacks up against Houdini and Blender!
  18. Does the drive for writing the caches have to be accessible to both machines in a distributed sim? Is it possible to not use a network and just save the caches locally in each machine?
  19. untitled.mp4 sweep basic.hip you answering your own question ... sweep it
  20. VM_Promo.mp4 VEX Manager 1.0 Snippet manager and code editing tool for H20.5+ The VEX Manager is a user-friendly tool for managing and editing VEX code as well as saving notes all within Houdini. It simplifies loading, creating, editing, and organizing VEX expressions, making it essential for artists working with VEX scripts. Download it here https://shirmanor.gumroad.com/l/vex_manager_v1
  21. pop_loop_simple.hip you can do it with a retime untitled.mp4
  22. Hey there. I am trying to do seamless particle loops with the setup attached here. Also tried using the Labs make loop tool but both cause fairly rough transitions. Would be very grateful if someone could a look at this / has a different approach! Thanks a lot. Loop_example.hiplc
  23. just wanna ask if somehow anyone can show the animation of Möbius strip like is it a Möbius strip can be created by sweeping a line (or narrow rectangle) along a twisted circular path with a 180° twist?
  24. Hey I have two buttons in hda's UI one to 'Start paint' and the other 'Done paint' I want each one to toggle the other visibility so they are not shown together, I been digging around with no success can someone point me for a good tip please thank you
  25. okay thats actually the easiest and best way to do it. super simple and effectiv and so obvious.
  26. Amazing, that's it! Thanks so much @hannes603 Really appreciate all the effort both you and @Librarian have gone through here to tackle this one. Goes to show the greatness of the Houdini community. Many thanks.
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