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Everything posted by garf

  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. 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.
  7. volumetric through glass

    Thanks Tomas
  8. Hi all, Is there a way to separate out a fog pass which is behind a refractive object?
  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. 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.
  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

    We're looking down on a wineglass with liquid in it. Anyone know why I'm getting this thick black edge along the top edge of the wine glass? (Left image is refraction pass, right image is beauty pass) It occurs when I drop raytracing bias down to a small value - say 0.0001 - I need this to be this small in order for my bubbles to render correctly. The glass shader is a principled shader, ior 1.5, transparency 1, fake caustics on, PBR.
  15. 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.
  16. 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.........
  17. H12 FLIP IDs

    Houdini 17.5.258 I'm getting duplicate ids when using FLIP and reseeding...... why would this be?
  18. VEX: arrays and such

  19. VEX: arrays and such

    Hiya, I think what I need to do is compare an array of all the ids in the current frame with all the ids of the previous frame - and from that determine which have been killed off and where there position was before they died. I guess I can do this in vex with arrays and some foreach looping - can someone point me in the right direction as to how I would go about this? I figured this would build my array but it grinds houdini to a halt: i[]@myarray; for(int i=0; @numpt; i++) { append(@myarray, i); }.
  20. Thin Laptop for Houdini

    What issues did you have with the xps? I've got an xps13 and it does feel a little temperamental......
  21. Set-up Render Passes in Houdini using PYTHON

    this link just points to this page.......
  22. 'Masking' FLIP reseeding

    Anyone got any ideas how I can mask where in my sim reseeding occurs?
  23. Freeze Flip Sim

    animatde timescale on the dop or post-sim retime sop should do the trick
  24. how to export material stylesheet

    In the Data Tree right-click on the stylesheet and select view JSON. You can view and save the stylesheet from there.
  25. Grain RBD Active/Deactive

    Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip