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About garf

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  1. FLIP in glass mblur

    I've got a liquid sloshing about in a glass and I'm rendering with dialectics. When mblur is turned on, frames where there is significant movement in the glass the 'interfacing' between the two objects appears to diverge. (i.e. it looks like the geometries don't overlap) I guess this is down to the motionblur calculating the glass and the liquid to be in different places. I've tried a heap of setups to try and get them to match but to no avail. I even tried copying the velocities from the glass straight onto the liquid to see if that would fix it so they have identical velocities, but that doesnt appear to work either. Any ideas?
  2. Has there been any development on this? I'd love to pull the caustic light with an lpe.....
  3. lpe: shadow

    Anyone know how to pull a shadow pass using lpe's in mantra? I found this on renderman but the syntax is different lpe:shadows;C[<.D'collector'><.S'collector'>]<L.>
  4. set your raytracing bias on the mantra ROP to a smaller value
  5. Python export flipbook as mp4

    I use ffmpeg to do that bit once the jpeg sequence is created.
  6. Icons path

    I know the icons are stored here: hicon:/SVGIcons.index? and the short form to add one to a tool or shelf would be, for example, BUTTONS_add.svg. But how can I point to one of these icons from a pyside gui? Is there a fullpath I can use?
  7. Run Maya Standalone from Houdini

    in python subprocess.Popen will get you maya open something like this subprocess.Popen(["path_to_maya.exe", r"scenefile.mb"])
  8. 4k - I can't upload a hip at the moment. I've resorted to a lot of comp trickery and some brute force to get this one out the door. I'll try and make a sample scene next week.
  9. "btw what do you consider "huge" render times? Some people think that's 10 minutes" - I'm talking 10+ hrs on 16 cores
  10. Hi all, Is there a way to separate out a fog pass which is behind a refractive object?
  11. thanks for the confirmation - I probably should have gone with redshift for this shot..... Ive swapped principled shaders for classic shaders, reflect/refract limits to 4, ray bias as high as I can, .rat textures and hdris.
  12. Hi all, I'm rendering some jellies, in water, in a glass tank. Any pointers as to how to optimise this? My render times are huge. Using mantra.
  13. I've created a material and within that I've created a custom opacity map/attribute. How can I get that custom attribute (opacity map) into another material?
  14. Nice one Jeff! You're an absolute hero, Houdini Superstar and gentleman to boot. Thanks for the tuts, the webinars and forum replies. Keep doing what you're doing.