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garf

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Everything posted by garf

  1. Vellum Age

    thanks
  2. Vellum Age

    Is there a way to get an age and id attribute from continuously emitted vellum, like confetti?
  3. Particles Colour Into Geo Material

    got it working with a point cloud lookup
  4. Hey all, I've got a particle simulation and I'd like to use it's Cd attribute to drive the refraction or dispersion on a different piece of geo. They both sit in the same space so what I effectively want to do is attribute transfer but in a shader - is this doable? The only way I can think of is to render it out from the camera and then use that as an animated texture - but ideally, I'd like to miss out this clumsy step. Any ideas or help appreciated. Cheers
  5. POPs Slide on surface

    Is there a way to control the 'slipperiness' of particles on a surface when slide attribute = 1? The cling attribute only determines whether it's attached to the surface or not. I want almost a 'viscosity' equivalent. I've tried boosting friction but I'm having no luck.
  6. POPs Slide on surface

    I dont really want viscosity per-se - I just want the particles to not slip and slide over the surface but have more perceivable friction
  7. Mplay and python

    Mplay's dev kit is pretty limited as far as I know, but I've created a few custom flipbooks in the past using python and mplay. This is will do the bulk of what you want to achieve. Essentially you want to write files to either to disk or directly into mplay - this will do that.
  8. Mplay and python

    https://www.sidefx.com/docs/houdini/hom/hou/FlipbookSettings.html
  9. Paperbag Strikes Back

    I think it's a Big Bang Theory reference.....
  10. 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?
  11. Has there been any development on this? I'd love to pull the caustic light with an lpe.....
  12. 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.>
  13. set your raytracing bias on the mantra ROP to a smaller value
  14. Python export flipbook as mp4

    I use ffmpeg to do that bit once the jpeg sequence is created.
  15. 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?
  16. 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"])
  17. 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.
  18. 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.
  19. Hi all, Is there a way to separate out a fog pass which is behind a refractive object?
  20. "btw what do you consider "huge" render times? Some people think that's 10 minutes" - I'm talking 10+ hrs on 16 cores
  21. 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.
  22. 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?
  23. 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.
  24. or set the pscale attribute per point before you copySOP it
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