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kleer001 last won the day on September 20 2019

kleer001 had the most liked content!

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About kleer001

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    Houdini Master

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  • Name
    Clear Menser
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    Vancouver, BC
  1. Create a center line

    It's impossible to help you without a hip file. Please upload one so we can see the broader context of your setup. "Center line" is ambiguous. Please provide demonstration geometry and a rough-in geo of what you expect to see.
  2. Title Sequence Needed for Short Film

    Can't work with this personally, but can give some helpful time saving advice... get yourself a storyboard with a timing sound track. Maybe start with miming what you want to happen with your hands or some props or drawn on paper in front of a camera. Then edit the beats to what you like. This will save you tons of time and money and frustration. Buy maybe you already know this. I have no way of telling. If you do, then please ignore me.
  3. Vellum Grains into Mess ?

    Those aren't grains. We're looking at geometry constrained to the grains. It's basically Vellum Cloth. If you want hard little spheres start from points, not geometry. Here's a quick intro to grains to illustrate the actual operative piece of geometry:
  4. Mac Pro with limited funds

    If you have $9000 to spend on a rig you're better off buying a box for Linux. Waaay more bang for your buck. If you buy all the components from the same store they can usually put it together for you. This was my rig I put together last year for $4000 and it's screamingly fast. https://pcpartpicker.com/list/4hGHsZ Also consider rendering with Redshift.
  5. Vellum Grains into Mess ?

    Because you have a bunch of overlapping grains and there's no other way to resolve them. Use a polygon sphere instead of a mesh, and redefine your grain sizes so they don't overlap. Vellum HATES overlapping points and will explode.
  6. Semi regular parallel backup?

    Close! The winner is https://rsnapshot.org/ I finally remembered that the backup directories are ".snapshot" not ".backup" And yes, a cron job 100%
  7. Semi regular parallel backup?

    Hahaha, yea, that's probably how it was implemented. That's how almost any regular function happens. But sadly that doesn't help with my question.
  8. Semi regular parallel backup?

    While at a couple different studios (DD, FrameStore, DNeg) I think I correctly recall that they had a system setup on Linux where your smaller files (not caches) would be saved to daily in a ".backup" folder next to the folder being backed up /usr/kleer/docs would be regularly backed up in (I think) /usr/kleer/.backup/docs And is was like that for lots of directories. Or something like that. I can't exactly remember. And the search terms are so vague I can't find what this particular backup workflow is called. I can't even recall if they're on a separate disk or on the same disk as the original path. This was really useful when trying to recover a mis-saved file or some other snafu and I'd love to implement it on my home machine, but what the freak is it?!
  9. Control is an illusion. Unless of course you created this tool for a client. Then, technically, it's not yours.
  10. Learn Processing before VEX?

    There are enough VEX and Wrangle SOP resources that you can dive directly into it without needed to learning something else beforehand. That is, of course, unless you're planning on learning Processing anyways, then, yes, it will be a little bit of help just like Twan said.
  11. pyro not straight?

    without more information no one can help you please post a simplified version of your scene so someone can help you
  12. Cloth wrapping animation

    Cutting up the task into multiple shots will help you a lot. That way you don't need to have any continuity between actions. I don't suspect that you'll need to use much or any scripting or vex.
  13. 3D to 2D(UV) and back to 3D

    Have you tried playing with a v@rest position attribute? Set it for your base geo before you flatten it. Add another one, say v@rest2 to the 2D version. Set the position back to their initial rest, then move the points the difference between the rest and rest2. That will give you absolute transforms. But that won't be useful, say, on a sphere. A better bet might be to duplicate your initial flat geo then point deform your modified geo based on the transformation of your initial flat back to the initial 3D. That's probably your best bet.
  14. Vellum grains

    Did you turn off "ignore mass" on your POP force node ? Please provide a simple version of your problem in a hip file for more detailed help.