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16 GoodAbout willow wafflebeard
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Peon
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Name
willow
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Location
courtyard of heavens
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houdini
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Geometry Import TOP, how to process in batch?
willow wafflebeard posted a topic in General Houdini Questions
Hello, I was stumped last saturday on how to make the geometry import TOP to just process 1 work item at a time. Im doing some particle advection workflow, where i made multiple sourcing variation to fill the gaps so it renders smooth. but after I finished the wedges for the fillers, I made a partition from frames then feed it to geometry Import to merge the partition contents to one geometry per frame before feeding it to a mantra TOP, howerver, the processing in geometry import TOP are starting 8 workitems simultaneusly, right on the bat, which means 8 frames of every wedge i got, i got 10 million particles per wedge per frame. I would rather have it to process 1 partition at a time instead, like how geometry output TOP does when in batch mode. PS I already setup my scheduler to single and 1 slot per workitem. I even added the local parm single, like what mantra TOP has by default, and I'm also on houdini 18.5 at work. anyone can shed me some hope please. -
Best Linux district for Houdini VFX
willow wafflebeard replied to lavitz01's topic in Operating Systems
you mean distro? its hard to follow the trends on linux distros, but so far i haven't had any serious problems in linux mint. -
Karma Vex Volume Procedural?
willow wafflebeard replied to willow wafflebeard's topic in Lighting & Rendering
looks like i did, thanks mate! -
Hello pips, I was puzzled all night trying to make Vex volume procedural to work in Karma, with a most basic setup of loading and sampling a density field inside LOP material library, Im starting to wonder if its supported, I swear I saw somewhere that volume procedurals are a go.
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KARMA phatom / matte objects
willow wafflebeard replied to willow wafflebeard's topic in Lighting & Rendering
awesome thanks -
hello anyone here knows how to phantom or matte objects in karma? ive been setting up my scene in lops, im at a point that i want to setup mattes / ray visibility.
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did you have use case for jerk ?
- 9 replies
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- derivatives
- shading
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Multiple Vellum Copies Deforming High Res Geo [SOLVED]
willow wafflebeard replied to GlennimusPrime's topic in Effects
point deform is slow even if you use its per piece capture and deform. i suggest use bone capture / bone deform. -
bump, seems though the corrective blendshapes shows on rendertime, but PSD wont, cause it doesnt even register in the agentchannels.
- 1 reply
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- houdini18
- blendshape
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Testing Renderman 23 for work and I can't get lights to work
willow wafflebeard replied to Adam Ferestad's topic in Lighting & Rendering
this works btw -
Testing Renderman 23 for work and I can't get lights to work
willow wafflebeard replied to Adam Ferestad's topic in Lighting & Rendering
ok, i seem to miss a new env called RFHTREE, which loads the renderman lops and other stuff, seems really buggy though pxr material builder always crash, ill do karma for now -
Testing Renderman 23 for work and I can't get lights to work
willow wafflebeard replied to Adam Ferestad's topic in Lighting & Rendering
how did you output a renderman usd graph? i dont seem to have a renderman/prman lop unlike karma -
in shop/mat context allow "op" sintax for pcopen ( for texture bombing workflows ) more attention in improving handles
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Anyone know good and safe Edge Detail way for rbd destruction ?
willow wafflebeard replied to Ggradest's topic in Modeling
try gamedev uv transfer?- 4 replies
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- destruction
- edgedetail
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last i check cops has no deep support. but i would love to see SESI steal the thunder.