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Everything posted by jon3de

  1. $JOB or $HIP

    At work we use almost exclusively $JOB. I think it depends on you work environment. If you work in a studio with shared model or texture libs for many projects $JOB is better for this paths. Also if you submit jobs/hip files to the render farm you will get erros with $HIP cause the file location changes. If you save all your assets and files in your project and render mostly local $HIP may be fine.
  2. Houdini Gallerie - jon3de

    small coconut spot I made entirely in houdini
  3. Houdini Gallerie - jon3de

    hey, this are some shots I did with houdini the past months. I know its short and still not the quality I want to achieve but yea... Some of the shots e.g. the leather inflate is a not just a hobby shot rather a production shot I did most recently. Switching from 3ds Max to Houdini was the best decision I made.... kind regards Jon
  4. Hi Dominik, That sounds not to bad. I will dig into that. Since Im rendering with Deadline I could also create the array with a python script and paste that in the override Frames parameter in the deadline Submission Dialog. That could work. Thank you!!
  5. I have a switch with some inputs. Swtich input is linked to $F to loop through. For all of the inputs I created a detail attribute "type" e.g. "sphere" / "torus" / "box". The null node reads the detail attribute and writes the value in its parameter. I want to setup the rendering in a way that it will skip the render if the null node detects that I am rendering a "box". I thought of doing that with a pre frame script that checks the parameter of the null node if its == "box" and then skip the render. What would be the best way to skip the render here? Is there a hscript or python expression for that? Jon skipFramesByAttributeValue.hip
  6. Hey Jeremiah, thank you for your post. If I got it correct, in your file the renderer does not skip or abort the rendering prozess for that frame it just renders the next object in the switch. And then in the next Frame it renders that object again. Which is not what I want. Lets say I render this project for the first time. I have rendered frames 1 - 10 and I have 10 ifd files on disk . Then I have to rerender the images because of some adjustments on the sphere and the torus. I want to be able to send the whole sequenz to the farm again but the script should prevent oversaving the ifds where it detects that there is the e.g. "box" attribute on it. This scene file is a small simplified part of an automated pipeline Im working on with thousands of images. Maybe my plan will sound a little bit strange
  7. Just stumbled over : It seems there is a special points() expression to read string attributes. That solved my error. Thank you Peter. Edit: ...and David
  8. Hi, I have a point with a string attribute. A null node with a string parameter. Inside of the string param I have a point expression that should grab the string attribute of the point from add1. Instead of returning the attrib value "test" it returns "0". Can someone explain to me where my mistake is? Thank you very much. Jon pointExpression.hip
  9. Is it possible to show my render with a logarithmic compression directly in the render view ? For balancing lights I like it to check my renders with some color mapping applied to see better how it will look in compositing. In Vray e.g. you can directly color map the image ( Im just talking about color mapping the values while still have linear data ) I thought about creating a LUT for that in cops, and use that in the render view, but unfortunately i can´t create a LUT from a vopcop filter. Only from color correction operators. Is there something what I am missing or does someone have a idea how to achieve that? Thank you. Jon This is the linear render. The second picture shows the compressed image and how I want to see it in the render view. unfortunately you ( or just me ) cant convert this vopcop filter with softClip inside to LUT....
  10. Hey Dave, Thanks for your reply. Yes I could also choose a lut directly in the render view. That was my attempt to create a lin2log.lut in a vopcop and convert this to a lut but conversion to lut from vopcop is not possible unfortunately. Only from pixel operators. Do you know where to buy/download a pure lin2log.lut ? Somehow it´s not that easy to find one
  11. Hi, Im fighting with a strange bump error what appears very often to me. I have a small object and a simple shader with some bump. If I have a very close camera it renders correct. But I want to render it with a zoomed in camera or by changing the screen window size directly in the camera. Rendering with the camera farther away from the object gives strange errors in my renders. I made example scene that shows that behavior. If anybody has an idea how to fix that would be very great. Thank you. Jon Bump_Problem.hip
  12. Thank you very much Jeff and Happy Anniversary! Looking forward to see you again on some Event. It was always a pleasure.
  13. Smooth outline of 2D pointcloud

    Quick test...maybe this helps... kind regards nr_foot_outline_edit.hip EDIT: Oh I see that I am using your output of the triangulate node which is not accurate representation of your footprint...hmm
  14. Hi, I try to offset a texture with a For Loop in a shader. In the example file you can see I iterate 5 times and offset the texture 0.1 units with each iteration. Is it possible to combine all of the iteration steps and show the result of that in the rendered image? Like in the attached picture where I painted in the desired result with red. kind regards Jon forLoop_VexBuilder.hip
  15. Procedural Generated Cyberpunk Building

  16. Hm...Thank you Atom. I will play a little bit with that. In an production example of course I have several different instanced objects but I think it should be possible to automate this technique somehow. Thanks again. Jon
  17. Hi, This is a test export from 3dsMax. The Tubes are instanced. I can export them as fbx file and import them back into 3dsMax while preserving the instances, since fbx format supports instancing. Is there a way to import the fbx file into houdini and preserve the instancing somehow? I know instancing in houdini works very different, and with that example geometry it looks like it doesn´t make a lot of sense. But i also have to import more complex machines from CAD data and there it would be nice to have for example all screws still instanced. kind regards jon instance_3.FBX
  18. directional area light

    hey, I thought because of the sampling I need higher render settings and this will lead to higher render times. But maybe I was wrong here. I tried it with some geometry as a light blocker and linked it to only this light - it works better that expected Also the hint with the light shader ist interesting ( although behind my skills yet ) I will have a look into that. Thanks David.
  19. Hi, This is an area light with directional parameter turned on in vray. What would be the best way to achieve this type of light with mantra. The spot parameter on the grid light is not giving me the desired results for now. Thank you. Jon
  20. directional area light

    Hey David, Yea Thank you. I could do it like that but i think its way harder for the renderer to calculate it and dependend on the scene not always so easy to setup. Also SideFX pointed out that I can use a spot light in combination with a texture what kind of gives me some good results. In production so far it was nice to have a parameter that controls just the light distribution of an area light and the shadows etc. change accordingly. I thought maybe there is something in houdini lights and I just dont know about it. directionalLight_example.mp4
  21. Mantra transparency

    A thing, which I know is not the problem here, but anyway good to mention when working with smaller characters is to check the "Raytracing Bias" in the Rop node. I had a lot of transparency issues with the eyes on a rather smaller character. So maybe make also sure to check that the bias is small enough.
  22. If I apply a uniformvolume shader to an object on scene level it works. If I apply the shader on object level it renders black. Does someone have an explanation for me? Thank you. Jon uniform_Volume_shader_sceneLevel.hip
  23. Houdini Gallerie - jon3de

    Hey Joao, sorry for the late reply. Yes its 100 % Houdini. cheers
  24. You could do it with a sopsolver and the attributes mass and gluetoanimation. unpinOverTime.hip