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One thing you could try is to export all (or most complex) of your geometry as a .rs file, if you have not already. Then Redshift will read the geometry from the disk and not have to request the geometry through the Houdini API, which might be a single threaded process IDK. This API request might be part of the slowdown.
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- procedural env
- redshift
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Redshift rendering textures - light has no impact??
Atom replied to reedma's topic in Lighting & Rendering
If you have connected the texture directly to the output, then no lighting is calculated. Try putting a material between the two nodes. -
You could call the more extended version of curl noise directly. There is a periodic version that might help with the tiling. You need to include the voplib.h to access these extended functions, which are basically what VOPs wraps. vector freq = chv("Frequency"); vector off = chv("Offset"); #include <voplib.h> vector noise = vop_curlNoiseVP(@P, freq, off, { 0, 0, 0 }, "pnoise", "", 3, 0, 1, 0.5, 1, 1, 1, 0.0001); // Laydown along an axis. v@N = cross(noise,{0,0,1});
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Getting closer with a little vex and a group select around the eye.
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Close, a dragon's head. All triangles.
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I have a character model who has eyes. The eyes are locked open. What would be the easiest way to simulate an eye blink or closing of an eye?
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As is, you can use it to highlight a font.
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Fede_Pasticcio started following Atom
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kumar20102010 started following Atom
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It looks likes you are setting the velocity after the simulation. That won't have an effect on the particles inside the popnet. Try moving the popnet to the end of your network chain.
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- explosion fx
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What if you try generating them in a straight line, then use the pathdeform node to bend them along the curve?
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Is it possible to direct emitter to emit 1 particle at a frame and another 1 at latter frame?
Atom replied to tsaid's topic in Effects
On the PopSource you have to set your source emission type to points, not scatter. On the Birth tab place the expression on Impulse Activation, not Constant Activation. Set the impulse count to 1 and constant count to zero. ap_Question_emitParticleAtFrame.hiplc -
Is it possible to direct emitter to emit 1 particle at a frame and another 1 at latter frame?
Atom replied to tsaid's topic in Effects
You can use an expression on the activation field. Try something like this... if(($F==10) || ($F==15) || ($F==25),1,0) The double pipe symbol means "or". -
Here are a few more links relates to tires. https://www.sidefx.com/forum/topic/67731/?page=1#post-287800
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- slowmotion
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You might want to try something like this but use a Timeshift node instead of Retime. Shift time so the second input to the skeletonblend will be the final pose that you want to loop upon. You can even drop down a RigPose node to tweak the final pose for best blending. Animate the skeleton blend bias at the right time to take on the final pose.
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The use case that I am pursuing is using the Labs toolset to export the VDB points (not volume data) as a hbjson file. This is readable using the Labs Niagara plugin for Unreal. It's a way to export points from Houdini pyro, and use them in a particle system point source inside of Unreal. Check out Simon's tutorial on the topic. https://www.sidefx.com/tutorials/realtime-fx-with-niagara-ue4/ You can download the project files and review his HIP setups.