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Showing most liked content on 01/30/2018 in all areas

  1. 7 points
    Hey! This is my first post on here. I've been working on this apple decomposition shot. This is where it's at now, but I'm going to be taking another stab at getting it to a higher level of realism. Any feedback on how to approach it better/critiques on whats standing out are appreciated! Thanks!
  2. 2 points
    this question has been asked many times already at this forum. see posts below. in general, Mantra is historically aiming at complex fx shots for film productions. given that its strength is more in flexibility and handling huge data sets rather than speed (in H17 thou there should happen major improvements to Mantra). customizability and shading context is where Mantra really shines and allows relative painless rendering of shots that might be very tedious to do with other renderers. if you need to render packshots or product/architecture visualizations there are better suited render engines for sure.
  3. 1 point
  4. 1 point
    Use "Geometry" node in "out" context and select your object and write it out. This will export it in worldspace.
  5. 1 point
    Pink node is a current node which is available in parm editor. To get it with python use something like this: network_editor = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.NetworkEditor) cur_node = network_editor.currentNode()
  6. 1 point
  7. 1 point
    Ok, I think I have found the solution. Before you submit your geometry to the fluid simulation you must promote all attributes you want to melt, to points. So Cd, uv and shop_materialpath should reside on points before the simulation begins. After simulation, in the meshing network, you need to add those attributes (Cd, uv, shop_materialpath) to the transfer list of the fluidcompress and the particlefluidsurface nodes. After the particle surface node you need to promote the attributes back to their appropriate resting area. So uvs get promoted back to vertex and shop_materialpath gets promoted back to primitives.
  8. 1 point
    To answer your question specifically, to replace particles with animated geo -- copy your animated geo onto your particles, and if your particles are already looped, make sure your animation cycles of your geometry match the duration of your particle animation and youre done! Keep in mind the fundamental use of the sin wave -- it is super functional for creating loops in all types of animations
  9. 1 point
    You can use the Make Loop shelf option from the Game Development Toolset shelf. Dive inside it to see how it is made so you can modify it yourself.
  10. 1 point
    in that scenario i will have to quote the dude from tech-artists.org ...
  11. 1 point
    Open Windows/Hscript Textport (Alt+Shift+T) and change location to target network. Then use opadd command with -e option: / -> cd obj/geo1/ /obj/geo1 -> opadd -e polyextrude It will add old polyextrude node to the network at (0, 0) coordinates. If it was placed too far or under existing node and you cannot find it, search window (Ctrl+F) or tree view (Shift+W) can be useful.
  12. 1 point
    Here is how to fix Divide SOP limitation about open geometry: // Point Wrangle. #define ALMOST_ZERO 1e-6 vector4 plane = chv("../clip2/dir"); plane.w = ch("../clip2/dist"); float dist = abs(@P.x * plane.x + @P.y * plane.y + @P.z * plane.z - plane.w); if (dist > ALMOST_ZERO) { removepoint(0, @ptnum); } And with it, it should be really fail-proof solution, comparing with Cookie SOP. But in 15.5 there is a new Dissolve SOP which able to create curves from edges, and it works quite good, much better than old one. Give it a try also, if you are up to date. edge_to_curve.hipnc @NNois, I agree, many nodes have such "side features", like Facet's removing inline points by threshold or Divide's removing shared edges. I believe it is what you could get from the main algorithms for free. If you do something like shaders or VEX wrangles, you might notice that you could compute a lot of auxiliary and potentially useful data by outputting inner variables.