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About garf

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  1. set your raytracing bias on the mantra ROP to a smaller value
  2. Python export flipbook as mp4

    I use ffmpeg to do that bit once the jpeg sequence is created.
  3. 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?
  4. 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"])
  5. 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.
  6. volumetric through glass

    Thanks Tomas
  7. "btw what do you consider "huge" render times? Some people think that's 10 minutes" - I'm talking 10+ hrs on 16 cores
  8. Hi all, Is there a way to separate out a fog pass which is behind a refractive object?
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. or set the pscale attribute per point before you copySOP it
  14. Black in glass

    so after buggering about for far to long on this - it's simply the reflection limit on the mantra rop that needs to be some huge number in order to fix this.
  15. Black in glass

    so it's definitely the principled shader. If i swap in a classic shader then it goes away. So it appears to be the principled shader refraction that's causing the issue. Not yet found a solution though.........