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  1. 6 points
    I also moved all the tumblr example files I've been sharing onto my new website that you can find here. https://www.richlord.com/tools
  2. 5 points
    Here's a music video I made using a bunch of the techniques from this thread.
  3. 3 points
    again, not for groups, but if you create primitive string attribute on your geo you can use stylesheets to override cryptomatte property 1. create primitive string attribute that holds your "id" value or unique name (or just convert your groups to name attrib) (in this case I created unique s@name attrib per box) 2. create property on your object (in this case I called it: masks) 3. create stylesheets override for Primitives with Override Script that uses name attribute binding to override your cryptomatte property example file: ts_cryptomatte_from_attribute.hip
  4. 3 points
    Some new finished work ! Been working a long time on this one. Not totally finished yet, there may be some cleaning to work on... Any feedback is welcome.
  5. 2 points
    I see a couple of things happening. You have based your grain generation off of the proxy mesh for the ground plane. It is better to dedicate a unique object for this. Also I noticed that the points coming into the point deform have a count mis-match. This is due to the fact that when OpenCL is enabled, it generatsd a different amount of particles, compared to the CPU rest version. Tun Off OpenCL to reestablish the match. Basically you don't need the point deform version after making these modifications. But it could be used as a secondary material element. ap_LetterSetup_001_collProbs.hiplc
  6. 2 points
    Try dropping down a pointvelocity node, after the create surface. It allows you to add curl noise or bring your own velocity attribute. ap_fluid_velocity_042119.hiplc
  7. 2 points
    Organics: "Seed" Organics: "Bud" Organics: "Leaf" These were all rendered in Redshift at very high resolutions (10800 square/14400x9600) for printing: https://www.artstation.com/thomashelzle/prints Love it! :-) Cheers, Tom
  8. 2 points
  9. 2 points
    Hth, few more notices: - now I found this great answer: https://www.sidefx.com/forum/topic/55015/#post-246795 - collision field is just a scalar field - btw have you seen this great explanation? At 29:00 Jeff talks about divergence https://vimeo.com/42988999 The "make_divergence_free" part of smoke solver is three steps ( 2.A or 2.B or 2.C, depends on the method you choose) 1. Gas Enforce Boundary http://www.sidefx.com/docs/houdini/nodes/dop/gasenforceboundary.html 2.A Gas Project Non Divergent https://www.sidefx.com/docs/houdini/nodes/dop/gasprojectnondivergent.html 2.B or 2.C Gas Project Non Divergent Multigrid (or its OpenCL version enabled) https://www.sidefx.com/docs/houdini/nodes/dop/gasprojectnondivergentmultigrid.html 3. Gas Feedback http://www.sidefx.com/docs/houdini/nodes/dop/gasfeedback.html
  10. 2 points
    Btw you can also add Visualiser to the "collisionvel" field (it is not visualized by default) - unlock the /obj/smoke_no_vel/dopnet1/pyro/smokeconfigureobject2 - find the "collision_velocity" node - add a "Vector Field Visualization" node Connect and set it, something like this:
  11. 2 points
    Hi guys, I saw in Youtube a animated Magnetic Resonance, I and tried to reconstruct that real head using the 2D sequence of that video...follow the result: (The video was 720p, forhaps, better resolution ans quality I could generate a more detailed geometry)
  12. 2 points
    R&D in Mystique type effect - flipping tiles driven by procedural animation. In this case, I used curvature to drive rotation of tiles in copy stamp sop.
  13. 1 point
    Write-up on a Megascans integration which I helped with
  14. 1 point
    your object is not fully enclosed, try appending PolyCap first
  15. 1 point
    Sure, here's a hip. The code is all inside the pythonscript node. It's the following: import os.path as op import subprocess hython_path = op.join(hou.expandString("$HFS"), "bin", "hython") hrender_path = op.join(hou.expandString("$HFS"), "bin", "hrender.py") hip_path = hou.hipFile.path() subprocess.Popen([hython_path, hrender_path, "-e", "-d", "mantra1", hip_path]) As for importing hou, it's not very straight forward. Besides adding the path to the .py file to your current python path, you need to also add the $HFS/bin folder to your PATH variable in order to correctly import the custom houdini C libraries. As described here http://www.sidefx.com/docs/houdini/hom/commandline.html subprocess_hython_odf.hip
  16. 1 point
    Is there a reason you're not rendering using python directly? You can check inside $HFS/bin/hrender.py or render.py for some examples. If your usage is simple, those scripts would be enough for you to use directly
  17. 1 point
  18. 1 point
  19. 1 point
  20. 1 point
    Thank you for helping after 13 years
  21. 1 point
    This is some awesome stuff Tesan, thanks for sharing!
  22. 1 point
    fair enough that was just my guess at why it was playing up
  23. 1 point
    polyExtrude SOP with backface is not working for you?
  24. 1 point
    set i@id = 1 for all points (set_id_example - node) and move the end-points of curve 2 along the x-axis.
  25. 1 point
    So, one more notice about the creation of the collitionvel field: Inside the Smoke Solver, there is the Gas Build Collision Mask node. From the docs: The Gas Build Collision Mask DOP builds a collision field that represents where affector objects overlap with the fluid field. It generates a signed distance field which is negative inside colliding objects and positive outside. It also generates a collision velocity field that stores the velocity of the affector object closest to each point. http://www.sidefx.com/docs/houdini/nodes/dop/gasbuildcollisionmask.html
  26. 1 point
    @ikoon Thanks for the detailed answer- very helpful
  27. 1 point
    1. +1 for hiring Alex Wanzhula 2. +1 for some kind of Mantra GPU
  28. 1 point
    Hi Evan, Here is what I think: 1. Afaik, you are right. Important field here is the collisionvel. In the second example, in SOPs, you set the collider's velocity to 0 ... so although in SOPs, the object is "moving", DOP sees its velocity as 0. So the "collisionvel" field is not affected by SOPs. 2. You are also right. If you keep the default "Correct collisions" on, then the "unaffected" density gets erased inside the collider. I created this script "Find all parms referencing this parm" to dig deeper into DOPs. If you have any questions, I will gladly explain how to work with the tool. The blog post is rather minimal: http://lex.ikoon.cz/find-all-parms-referencing-this-parm/ The script found the "collisionvel" here inside the Pyro Solver: NODE: gasenforceboundary1 // PARM: Collsion Value // RAW: collisionvel NODE: buildcollisionmask // PARM: Collision Velocity Field // RAW: collisionvel NODE: clean_collisionvel // PARM: Dest Field // RAW: collisionvel NODE: clean_collisionvel // PARM: Source Field // RAW: collisionvel The "Correct Collision" is referenced by these: NODE: smokesolver_build2 // PARM: Correct Collisions // RAW: ch("../correctcollision") NODE: enable_correct_collisions // PARM: Default Switch Value // RAW: ch("../correctcollision") NODE: clamp_inside // PARM: Field // RAW: `chs("../correctcollisionfields")` NODE: color_correct_collisions // PARM: Enable Solvers // RAW: ch("../correctcollision") And the "Velocity Scale" (collisionsource1) is referenced just by this node (Trail SOP) NODE: compute_velocity // PARM: Velocity Scale // RAW: ch("../velscale")
  29. 1 point
    OH wow, there's a lot going on in there. Great looking! The people on top of the monument are GREAT! I wish the cars were moving and birds were flying and there were people running around the cars. The destruction doesn't look motivated to me, like, where's the shaking? I wanna see shaking.
  30. 1 point
  31. 1 point
    Packed primitives like those coming out of a Packed RBD Object store their transform information in primitive intrinsic attributes. The rotation is part of the "transform" intrinsic. You can convert this to a p@orient attribute recognizable by the Copy SOP with the following VEX: matrix3 xform = primintrinsic(0, "transform", @ptnum); p@orient = quaternion(xform); btw MOPs also can do this via Extract Attributes.
  32. 1 point
    Hi, have you any audio drivers active? Just try to deactivate it. Good luck!
  33. 1 point
    Something like the file attached? You can do 'emit from attribute' in the point replicate. So all you would need is to define a 0 to 1 float attribute to drive that dop. I called that attribute 'birth_chance'. Your speed would be calculated by taking the length of you velocity vector: length(@v) And you can refit that speed value to isolate the faster points for replication: f@birth_chance = fit(@speed, 1, 6, 0, 1) You can also multiply this by a refit of the spray attribute to narrow it down further to just spray particles within a certain threshold. f@birth_chance = fit(@speed, 1, 6, 0, 1) * fit(@spray, .3, .5, 0, 1); I also isolated these new replicated spray particles in a pop group, so that they can be ignored by the pop replicate - otherwise you have cloned points creating cloned points which gets messy quick. If you need additional help, upload your .hip workfile so we can get a better sense of how you're working flip_whitewater_from_v.hipnc
  34. 1 point
    And something completely different. I currently test a LG 75" TV as a monitor (75UK6500PLA). On the photo it looks much smaller as it feels in reality ~1.7m wide and 1m high, about 1.5m away from me. My table is 2m wide and 1m deep, the top is 1.1m from the floor. It is unbelievable how for instance the ART animation a couple of posts above looks in 4k at this size. A totally different impression from my old 30" Dell monitor. Instant gallery-feel :-) What's also cool is the fact, that suddenly the table has much more space on top and because of the distance to the monitor, it feels much less crowded. Image quality feels very good so far, the pixels of course are relatively large at this scale, but I totally love working in Houdini this way. Many other applications can be kept smaller and distributed over the screen - I didn't scale windows itself. Screen brightness is quite even, with a slight darkening towards the edges, but nothing that would worry me. Of course, because of the size and being relative close, one has to move the head and so also looks at the screen surface at different angles, but again, none of that feels problematic so far. At first I was quite worried since the mouse/wacom was lagging a lot, but then found that the "game mode" takes care of that. I'm also disabling all image "enhancement stuff", dynamic brightness etc. of course. It's connected via HDMI to my GeForce GTX 1080 TI. I haven't tried it as a TV so can't comment on that (stopped watching TV almost 20 years ago ;-) ). Cheers, Tom
  35. 1 point
    hey Alex, I dont know what is this line purpose : if __name__ == '__main__': I removed it because else not it doesn't work. Great library, thanks a lot
  36. 1 point
    Thanks jmarko :-) And I certainly agree about Houdini - it helps us grow as artists OpenGL rendered from the viewport... Cheers, Tom
  37. 1 point
    Yeah! This company sells such a shader for Mantra: https://www.keller.io/houldpk/ And here is an example on writing your own lens shaders: http://mattebb.com/blog/weblog/houdini-fisheye-camera/
  38. 1 point
    I am using mostly wacom for many years but I started have hand terrible wrist pain about 6 months ago to. While i was searching solutions, i used many things that you can see at photo and some more thing like mouse pad with gel and other soft stuffs but they didnt help me. After a few terrible months , i notice that while i was using wacom or mouse, i am hardly pushing down my elbow to the desk and that cause the my wrist pain. Than i started to use my daughters volleyball knee pads on my elbow. In each day i stated to feel better and about 2 weeks later there was no more pain. After that i tried many knee pads but the best one was my daughter's cheap knee pads. I also attached its photo. I am using it for 3-4 month and i used to it. Maybe its little different than your problem but i thought that it can help also someone else.
  39. 1 point
    A lot of people asked me to share this fake fire method.If you interested it, you can will check this simple hip. After rander i used ACES for a better look. fake_fire_rnd.hip
  40. 1 point
    In general very happy in the direction everything is going. As a generalist that moved 100% over to Houdini I would love to see working in the viewport keep being improved. Shift drag to clone/instance objects. Same with modelling. Select edges, shift click drag to pull out new polys etc. Thumbnails on all nodes in the material networks would be great, especially on composite, color corrects etc.
  41. 1 point
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  42. 1 point
    Hey guys, I found the solution now. So even in duveil's file there were some problems that didn't make it work in the end. The first block has to have "fetch feedback" instead of "fetch input" to make it work just like the old loop. File atattched. ForLoop_wrong_done_right.hipnc
  43. 1 point
    Digging into the particle fluid surface node, I found that when the surface VDB was being converted to polygons, there were four small strips of geo at the bottom of the resulting mesh. The conversion process was not just leaving the top surface geo. Something to do with the surface mask going into convertvdb being slightly the wrong size perhaps? If anyone does run into this, dropping the Regional Voxel Scale on the particlefluidsurface node from default 4 to 3 seems to have fixed it. Caching the surface now so I'll check for bad frames when it's done. Seems like it's maybe just some bad combination of particle separation, voxel size, and regional voxel scale causing the masking VDB to leave a little extra on the bottom edge when converting to polys.
  44. 1 point
  45. 1 point
    "createNode" returns a node object so you don't need to use node.path() and then hou.node() geo_node = hou.node('/obj').createNode('geo') for i in geo_node.children(): i.destroy() only one file SOP is created by default inside geo nodes so you can simplify further geo_node = hou.node('/obj').createNode('geo') geo_node.children()[0].destroy() weirdly enough, this works too geo_node=hou.node('/obj').createNode('geo').children()[0].destroy()
  46. 1 point
    Yep. Whenever I learn a thing, I have to write it down, otherwise it's gone within a week.
  47. 1 point
    You need to add this to Houdini.env HOUDINI_ACCESS_METHOD = 2 Thursday, May 9, 2002 Houdini 5.0.117: Adding new environment variable, HOUDINI_ACCESS_METHOD. This value can be 0, 1, or 2. It specifies what method Houdini will use to check file permissions. 0 uses the default method, which does a real check of file permissions using the proper NT security model. But this method can be quite slow on systems which use a login server elswhere in their network. Method 1 uses the NT security model again, and is much faster than method 0, but doesn't work on Win2k SP2 (Microsoft broke an important function in that release). Method 2 just checks the file attributes, which is fast and works, but ignores all the NT security stuff, so files and directories which are read only because of NT security permissions will report that they can be written to.
  48. 1 point
    Physical attenuation does not just "happen", it is a result of the light source energy being spread on a larger area, or, thought in a different way, the light source occupying a smaller solid angle when seen from the point being shaded. If you scale everything up, the solid angle of the light source stays the same, and thus the lighting stays the same - provided that the absolute intensity (per unit area) of the light source stays the same. I bet you have kept "Normalize Light Intensity To Area" enabled on your area light, it scales down the intensity (per unit area) of the light when it's scaled up. If you disable the parameter, the renders should match even without bumping the lighting intensity by hand.
  49. 1 point
    Hi, I don't know if you managed it or not, any way let me answer you in its simplest way which it is : suppose you have a scene on drive D named "shot.hip" and its path is "D:/shot.hip" and we have a mantra node named "mantra1" and its path is "/out/mantra1" in your scene. ok press win button on keyboard type : command line tool and press enter it opens a command shell type: hscript d:/shot.hip and press enter . then type: render -v /out/mantra1 that's it I admit you're right that using hrender command in windows is not as easy as in linux . any way by using hscript command you have more option to tweak and can do more . suppose you have a dop output node in your scene "/out/dop" and by using hscript with the same fashion as explained above you can run simulation without opening houdini and save a lot of ram for simulation this way.
  50. 1 point
    Big thanks once again, I attach this time COPs network, which works very fine as well Cheers Kuba