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bretik

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About bretik

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    Peon

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  • Name
    Bretislav
  • Location
    CR

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  1. @pscale for vellum grain?

    Ok, I get it. Thanks Guys.
  2. @pscale for vellum grain?

    Thanks Tamagochy, So how you do for example the random size of vellum grain?
  3. @pscale for vellum grain?

    Does anyone know if it's possible to use @pscale for vellum grain? I mean to create it on "Grain Source" and pass it to a "Vellum Configure Grain". To a "grain size" probably? Thanks. BK
  4. Non-Simulated Flame (+hipfile & notes)

    Looking very good Man. Thanks.
  5. FOR EACH LOOP metadata

    Thanks, but, I have this "Feedback each iteration" but it output all generations...
  6. FOR EACH LOOP metadata

    Yes, Thanks Don, that's correct. Here is a file if anyone wonders how to use this. B. BK_for_loop.hip
  7. Hi there, is there a way to have just last iteration of the for each loop? I mean the last "generation" ? Im scattering points, looping a copytopoint node. So it is growing mesh. But i would like to have just the new ones every frame. metadata from each loop maybe, somehow? I also have a popnetwork after scatter, to get age and tried to use "Just Born group". But I still get the whole mesh every frame (for obvious reasons) Iteration Method is by count. Im rising iterations with $F. Thanks. BK.
  8. Hi Guys, is it possible to go ROP > COP > ROP I have a displacement from COP {noise} baked to texture, I would like to shading Color based on P.y but after displacement. Is there a way? I basicely using the same noise for Cd as for Displacement just shifted with ramp into some colors. The only way I found is "ramp from attribute" {from displacement Cd} and than take it back to COP and write textures. But the color is point color so I have to subdivide the mesh way to high. [using Arnold] B.
  9. ARNOLD Shader Cop op: path

    OK You are slow Guys.. ROP Output. (and Im lazy)
  10. ARNOLD Shader Cop op: path

    Or at least how to bake Cop textures out to a file?
  11. Hi, anyone knows if op: path like op:/obj/Sphere/cop2net1/OUT should work in Arnold shader? Arnold Voppnet > standard surface > "image" node to color cant get it to work. I also tried opfullpath(/obj/Sphere/cop2net1/OUT) B.
  12. UV Coordinates FOLD Transform

    OK, I found a COPS "Tile" node... I cant see now, why he did not use this...
  13. Hi Guys, I'm trying to replicate COP workflow from Simon Holmedal, in the video below about 29:00 he folding UV coordinate VOPCOP filter... I can't make it work... Any Idea? Thanks.
  14. Muscle Loose End

    Hi Guys, my very first try on Houdini Rigging and Muscles, is it possible to make a muscle with one loose end? I need a rig dynamic udder. (cow) The other thing I experiencing is when I ad a "Muscle Displace" and connect muscles it strongly deform my skin.. Why?? Thanks.
  15. Wire attached geo collision

    Well, my geometry is growing... so I can't use this method because the number of points changing...
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