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Posts posted by Vorkosigan

  1. hello,


    I am driving scale value through a Cd attribute to populate Geo along an object (the one having a ramp bitmap / ramp) and I basically need to get those bitmap / ramp RGB value in my Cd at the end of the pipe before my copy node.

    I succeeded with a basic paint node but I am stuck with the bitmap / ramp approach.
    So to make it simple, the Paint node doesn't do a clean enough job for me, too messy in the look it gives me.

    Any tips and help would be more than welcome.


    Thank you,


    Tanguy Bodivit


  2. Hi guys, we are looking for a Houdini  FX Artist to work with us on an upcoming gig. It would be mostly be FLIP and sand / granular / smoke / shater.

    Please send me your infos / resumes at: tanguy_at_cvltproduction.com

    We are in NYC and LA, this work will be handled from NYC studio.



  3. Yep tom is right, i forgot to specify that, it is a VC9 compil.

    otherwise, pretty straight forward, within a ROP_driver node, load the PRT_rop one and you are almost done. Choose your fluid node and render. It is quite fast though.

    I can recompiled for other version, more or less. Bit the 266 works fine on all the recent one.


  4. Hi guys, I think I post in the wrong sub cat, sort of. Any way, I recompiled the c++ PRT_Rop for 13.0.266. You can dld the dll here

    Now, I am pretty new to HOUD, and I don't know how to use the exporter.

    I plugged a ROP OutputDriver after my Null OUT fluid surface cache and named the thing .prt instead of .geo.

    Obeviously, did not work, .prt are unusable.


    Anyone wotj experience of the otl can gove a hint, show me the path to go to export my FLIP to PRT ?

    Thank you !