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Everything posted by kleer001

  1. procedural venation

    I'm not entirely sure what you're describing. Can you upload a hip file and an image?
  2. procedural venation

    I thought I was clever, but I guess not so much. Can anyone else make heads or tails of this procedure? http://pepefx.blogspot.com/2013/05/a-few-days-ago-i-was-reading-this.html I totally understand that the creator wants to keep his work private, and the clues look straight forward enough. I thought I could do it in sops, but after banging my head on it for a couple days I'm totally lost. It's the feedback loop, I think, that I get lost in. It almost seems like something I could do in a single point wrangle SOP, if I knew VEX.
  3. Fluid coupling

  4. Individual HDA BETA v1.00 (app inside Houdini)

    Looks cool. What problem does it solve?
  5. Random link of interest

    Simple particle rules + time = life ?!
  6. At my lovely studio we have a bit of an unfinished Houdini render pipeline. We're able to use the farm to bake out geometry, but only serially. Also, writing out the IFDs is serial. We only have a handful of engine licenses. This is painless for sims, but this is a problem with SOP geo renders that can be baked out in parallel. Mantra renders, however, work in full parallel glory. How can I put an "opparm -c /path/to/ROPoutputdriver execute" script call (or any such code) somewhere where it will execute IN the IFD as it's rendering, but not during IFD generation? I tried putting that code in the Mantra's (set to render nothing) Pre-frame/Post-frame script parameter, but those execute AT IFD generation (which is serial), which doesn't help. Would a Python SOP work? If so how would I trigger it on frame render?
  7. Old school Afro

    What have you tried already? Where are you hitting walls?
  8. 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.
  9. 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.
  10. 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:
  11. 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.
  12. 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.
  13. 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%
  14. 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?!
  15. 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.
  16. Control is an illusion. Unless of course you created this tool for a client. Then, technically, it's not yours.
  17. 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.
  18. pyro not straight?

    without more information no one can help you please post a simplified version of your scene so someone can help you
  19. 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.
  20. 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.
  21. 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.
  22. opacity map in Principled shader

    The Transparency texture isn't working for you?
  23. Color into smoke from combustion

    I think that'd be a shader thing with a switch and bunch of hand tuned Material SOPs. And then have the same switch controlling which of several pyro solver gets output. That's what I'd do if it were one setup per burning material/solver. Several burning materials in one solver? I'd have switches pumping in different emission volumes into the solver too. Not a trivial exercise, sounds like fun!
  24. Color into smoke from combustion

    Visually, what are you trying to accomplish? If we generated a Cd field from a scalar field (heat, temp, burn, etc) I'm sure it'd be monochrome.