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avak

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Everything posted by avak

  1. Displaced Tubes

    Hi Atom, the link to displacement and ao map is broken. could you share it again? thanks
  2. Linux Mint pros cons

    Just to check if you found high temperature issues on your GPU while rendering with redshift, I am on centos 7 now and my card in idle mode is around 50 while in windows 7 it remain around 30. any app to install to manage the fan of vga like what evga or asus provide on windows?
  3. I believe I did it Jesper Should I connect the output of texture node to a bind export? I,
  4. Hello, I used connectivity SOP to create a class attribute for each closed primitives, so we have an attribute, class with integer number value assigned to it. then I have a uvquickshade to read a texture which its naming format is like this (color.#.jpg). now I have a problem with how to read this attribute (class) to be used inside uvquickshade node to read # and load textures.Seems simple but when I add it like this : color.@class.jpg or color.$CLASS.jpg or color.`@class`.jpg it doesn't work. Thanks for your help
  5. I will try it now, Thanks ...Probably I am doing something wrong, I followed the steps but still not able to read textures, questio.zip
  6. The boxer

    Great thanks to share
  7. Hello, Is there a place that I can see and practice old-school methods and techniques,I mean mostly purely node base techniques or with old method of applying expression?, the reason I am asking it is I see most of the time, and quite recent years, in most of tutorials and examples masters share, there are heavy using of point wrangle and math, which I am not good at them never and sometimes it is disappointing to watch them:P I think I am brave to express this without shame and I believe for people coming from other software it also can be disappointing if not able to follow examples. so most probably I am not alone. I know it really needs a lot of study at math to be good in Houdini but there are also other parts in this software that can observe users of other software to Houdini. Thanks
  8. moving

    Hi I have a closed nurbs curve, then resample node, now how can I for example in frame 2 say point1 go to point 2 , p2 to p3 p3 to p4 ,...and again in next frame this continues? so basically every next frame every point goes to its next point position ?
  9. moving

    Thanks for the input I found something if you look at frames 1 to 10, the point number 89 is not moving , and moves after frame 11. then point 0 stops between frames 11 to 21 and this cycle continues.
  10. moving

    OUCH,...that's right Noobini, it is like cycling every each 11 frames. I my self have no idea how it happens.
  11. moving

    That's amzing for me fencer, I am very excited to learn houdini deep but just my mind is not good for math, sorry for nob question how can I reveres the motion or spead up slow down it abit, I appreciate man
  12. moving

    @AntonieSFX , yes carve is an option, but I am looking for doing it in real 3d space. Thanks anyway @fenser, thanks for you input, is there any way we can do this without the solver ?
  13. moving

    Thanks for your opinions, Actually I am looking for a way so they move in 3d space rather than changing their point number, mathematically if I want to move a point from one position to another position I should multiply its initial position to a vector (a direction) please correct me if I am wrong. but how can I do it ? moveit.hip
  14. Hello, I have a simple scene, by sourcing a sphere and particle fluid simulated from it's surface down. at the end I have particles_fluide simulated. Now I want to group these points and using an ADD sop to make poly curves,..but how to make them grouped nicely so they don'nt be connected together randomly? Thanks,
  15. How to create curves from particle fluid?

    Hi, That's a nice method, but the problem is it is recreating points instead of using simulated points and so it will lost the natural look of the fluid looking stream, I am instead looking for a way to group our simulated points in a way we can then produce curves from them. _ I am thinking this way but am not sure how to achieve or if it gives the look I am looking for, first by making a regular particle simulation and using the volume of previous fluid simulation to advect particle simulation. but the ideal way could be grouping simulated points. have any idea?
  16. Could someone expert help me on this, In 3D max and maya we have a option in material editor to choose a material/shader and select all objects in viewport which that material/shader is assigned to them. so my question is how we can do this in houdini, Thanks
  17. Hi Friends, May I ask if you know how to achieve this kind of look that liquids are so soft and blobby shapes, please point me to a good direction, Thanks
  18. Urgent: How to get Very Soft Splashes

    Thanks, to achieve a still image the method you mentioned will work, but for a sequence, if we could tell vdb to look at a specific shape and it tries to get to that shape at all frames it would be a solution. Does it make sense?
  19. Hello currently I (working on windows) received some fbx model from other artist (linux), all these models have many many details ,say each model contains hundreds of small pieces and each piece has a material with a texture and the path of texture is a unix format, when I import these fbx models to houdini, no texture I have and I am on windows, ...really could not find a solution to change the path of all these textures the way my houdini on windows can find it,... here is an example of one texture path of the model I received: /media/data/proj/int/Dec2013/seq1/assets/stand_rig/Met_Yelw.bmp and I want to change it to something relative: $HIP/textures/Met_Yelw.bmp easy for one texture but I have as I said hundreds of these to change hope you help and thanks in advance
  20. wrap like in maya

    I think you could make bones from that curve (from the shelf) then add follow Curve kinematic then append capture geometry the mesh with these new bones.
  21. I think he is looking for : 1- how to make a " follow path" deformation 2-how to animate the points of that path
  22. what I think will work is in a new scene you import your character, then add all extra bones and capture your mesh then copy paste the result nodes to your auto rig subnet and parent them to proper deformation rig nodes, hope it be clear
  23. autorig update error

    based on my experience, I had a lot of trouble with auto rig toolsets, I believe is not efficient enough to be acceptable in a production line, instead good if you spend your time making your own rig from scratch
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