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avak

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Posts posted by avak


  1. You geometry is big. I had to scale it to 0.001 to see ortho grid at all. Once scaled down it renders OK. Make sure that you have export scale set correctly in MAX.

    Thanks for the tip, actually I cant touch the scaling and transform  of the mesh ,  it is part of a complex structure and all camera , character animation all done and passed to me to lighting, I just cant figure out how to solve that shadow problem on the mesh, the mesh I think all its normals are ok , might it be a bug ? 


  2. Hi All,

     

    Here I attached a piece of object from a structure built in 3Dsmax and is going to import inside houdini

     

    the problem is when I have  lights with shadows enabled the render is looking strange,

     

    I guessed it is from  normal and I tweaked its normal by facet node , no result.

     

    would you kindly take a look see what else I can do to get rid of this error?

     

    please hit render and see what error I am getting,.

     

    Thanks

    stair_bad_02.hip


  3. I would stick to the ocean spectrum / evaluate nodes. I would only go for flip for big splashes and the like. Paul has it right -- you can use a surface sdf to stick foam particles to. If you're using a combined chain of ocean nodes, For simplicity I would probably just create a new surface sdf after you get the ocean surface you want. Otherwise in a vop (in my head this works) you can volume sample each volume, adding to the pos in the same way that you are currently building up your surface. ... then after that use a ray sop to fill in any accuracy gaps. For foam and spray, I would emit particles (or pyro for mist) based off the cusp attribute, and you can also use a solver sop to have the cusp fade over time, essentially creating foam.

    Also, the full video for anybody interested. I know a guy who worked on it, said they used HOT + flip

    Hi , a bit late coming here, I was reading your solution, and tried to get it working in the scene I have, without success yet. is it possible you kindly share a hip sample, thanks  


  4. I would stick to the ocean spectrum / evaluate nodes. I would only go for flip for big splashes and the like. Paul has it right -- you can use a surface sdf to stick foam particles to. If you're using a combined chain of ocean nodes, For simplicity I would probably just create a new surface sdf after you get the ocean surface you want. Otherwise in a vop (in my head this works) you can volume sample each volume, adding to the pos in the same way that you are currently building up your surface. ... then after that use a ray sop to fill in any accuracy gaps. For foam and spray, I would emit particles (or pyro for mist) based off the cusp attribute, and you can also use a solver sop to have the cusp fade over time, essentially creating foam.

    Also, the full video for anybody interested. I know a guy who worked on it, said they used HOT + flip

    Hi , a bit late coming here, I was reading your solution, and tried to get it working in the scene I have, without success yet. is it possible you kindly share a hip sample, thanks  


  5. I am also curios how to handle large simulation scene, so let imagine a scenario:

     

    -we have 32 GB ram

    -we are in less eating ram platform , let say linux

    -we have a simulation scene with 300 frames long

    -after 50 frame running simulation all 32 GB ram is filled up :o

     

    so how is the real workflow and solution? 192 GB ram ? :blink:

    -is it possible we run our simulation in 6 step each 50 frame ?  so in each step houdini knows it should start from last frame of last step ( step 2 starting from frame 50 for example) and in each step houdini knows to not calculating those frames before again.(for example in step 2 it starts calculation from frame 50)

    I guess making an initial state for each last frames of each step is a story for itself.

     

    I am not expert in simulation but I don't think spending more money on hardware will fix every issues, there should be a workflow for it, hope you discus about it and open it for me too.

     

    Thanks


  6. Hi guys, I am looking for a way to do volumetric Ray light effect similar to (VolumeRays node of Nuke, ) inside cop so I don't need to leave houdini for just adding this effect, I am sure many other people are curios about it, so please share your work flow, idea  or digital assets to solve this for all others. Thanks


  7.  

    Use a Pop wrangle, and one of the examples from a point wrangle to get the idea of the if then else statement:

     
    int condition = (@P.x > 0) ? 1 : 0; // short form if() test
    @Cd = set(condition, 0, 0);        // write condition into red color
     
     
    Then edit that into something like this:
     
    int condition = (@age > 2) ? 1 : 0; // short form if() test
    f@pScale = set(condition, 0.02, 0.5);        // write condition into pScale
     

     

    Thanks for the tip, I placed these expression inside popproperty node and it worked, :

    either:

    float newvalue = (@age>3.5) ?2 : 0.5;

    pscale = set(newvalue);

     

    or simply

    pscale = (@age>3.5) ?2 : 0.5;

    both worked nicely, Thanks

     


  8. Something along these line: Start the Command Line Tools from the Start menu, type in csh, now you do: hrender -v -r -d ...etc.

    Thanks for the tip,

    can you please explain what did you mean of "type in csh"

     

    Ok I opened the Command Line Tool as you mentioned and typed:

    csh

    then

    I typed:

    hrender

    the consol answers:

    cat: command not found.

    rm: command not found.

    #

     

    what did I wrong here?

     

    Thanks,


  9. Please ignore me if it has been discussed previously, I just couldn't find my answer clearly, thanks in advance to help me.

     

    Ok I can run hrender command in a linux machine very easily without doing a lot of fancy things,  normally I make a text file with some few texts in it:

     

    cd /opt/houdini...

    source houdini_setup_bash

    hrender -v -r -d ...etc

     

    and then open a terminal to say to run this text file as a script

     

    ok now I want to do the same on a windows machine (win7 64 in my case)....really it is a puzzle for me how to do the same,

     

    please guide me


  10. 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

  11. Thanks for your answers,

    choosing subnet and digital assets in mantra node/objects tab  , is working

     

    to complete my understanding I would like to know about 3 parameters  that we can add by "edit parameter interface" :

    -mantra/shaders/matte Shader (vm_matteshader)

    -mantra/shading/and matte Shading(vm matte)

    -mantra/render/phantom (vm_phantom)

     

    what is vm stand for ?

     

    so how should we use them in a correct way to work


  12. Hello,

     

    I am trying to make a digital asset node "matte shaded" during rendering, I couldn't find an easy way though.

     

    if I go to edit rendering parameter and add a matte shading parameters on a digital asset, it seems not working

     

    just I can go inside digital asset and select hundreds of mesh one by one and and turn on matte shading parameter which is tedious task and seems not a correct way

     

    so what is an efficient way in these cases to add a parameter (matte shading, or phantom,...) on all parts of a digital asset

     

    hope you help and thanks in advance

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