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Showing most liked content on 07/25/2021 in all areas

  1. 1 point
    Made this a while ago, finally got around to uploading it to gumroad. https://gum.co/ofsD
  2. 1 point
    As there is nobody in the world who doesn't like fast render times, i was stumbling around, looking for interesting things. I came across renderers like eevee(blender), but also unreal. From my experience (not really that much experience), eevee was kind of buggy here and there, although the development is going fast. But especially the unreal engine looks.. unreal (really bad joke). At the moment i got to say, the opengl renderer inside houdini does the job most of the times pretty well, but it has it's limitations. I can totally image creating a scene in houdini, send it over to unreal, and render it from there. My intentions are mostly just non-realtime stuff, like motion graphics. but getting basic knowledge about realtime-applications would be a nice bonus. Are people actually doing that? is the workflow easy/fast?, is it a "realtime" link between unreal/houdini? I can't really tell if there is content out there using this workflow. I only see some game-related content, but i'm more into non-linear animations. I am in the first place still a beginner with houdini, but very interested.
  3. 1 point
    Houdini Abstract Virus Tutorial - Part 1: Setup Part 2 will be uploaded soon. Download project file: https://microverse.art/?smd_process_d... Check out my website. https://microverse.art/ Sound design: Neema Abolghasemi LinkTree: https://linktr.ee/armin_lotfi Behance: https://www.behance.net/armin_lotfi Artstation: https://www.artstation.com/armin_lotfi Instagram: https://www.instagram.com/armin_lotfi/
  4. 1 point
    light cone in Arnold with athmos volumetric :
  5. 1 point
    Hi there, so I took a look at your setup and everything should now work as expected. I just created a vanilla attach to geoemtry node and set the point group to top in the first field. Other things leave as it is. It automaticly finds the primitives where it should attach and then it works. Cheers Test_pirmin.hiplc
  6. 1 point
    Hi there, I also tried converting those particles into a volume and the mesh back but the results were not that great So the best so far I have is "vdbfromparticles" and then applying some smoothing and also increased the particle radius (basically playing a bit with the settings), this is giving me a much more cleaner result. Thanks
  7. 1 point
    Renderman 23 CPU vs Arnold 6 GPU with 2 minutes time limit. Renderman 23 CPU Arnold 6 GPU the reflection differences come from normals, Arnold calculates it's on normals, Renderman took the normals from the Geometry. i've tried with Karma but i had issues and crashes with it.
  8. 1 point
    You can fit-range an attribute with setdetailattrib() set to "min" and "max". 1st pointwrangle: setdetailattrib(0, 'height_min', @height, "min"); setdetailattrib(0, 'height_max', @height, "max"); 2nd pointwrangle: float min = detail(0, "height_min", 0); float max = detail(0, "height_max", 0); @Cd.g = fit(@height, min, max, 0.0, 1.0); fit_range_VEX.hiplc
  9. 1 point
    Another thought: I think there is one advantage of using collision and collisionvel which is one can control the impact of the collision individually for each object (i.e. customize each volume independently), however when using RBD object there is only one universal control for all collisions (i.e. in flip solver -> volume -> collision -> velocity scale)...
  10. 1 point
    The constraints just represent the relationship between the pieces. When you're working with them in the sop solver they don't typically move at all. The viewport shows them moving in dop level, but the actual relationship geo is not animated. That said, I have that in the setup to move them to world space and then back. You can remove them in between those nodes when you want them to be unglued. Most of this is covered in the bullet masterclass video here, which I suggest you watch: https://vimeo.com/56916407 around 1hr24min.
  11. 1 point
    attached is a file with all sorts of curvature computation for vdbs ... hth. petz vdb_curvature.hipnc
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