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squardis

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About squardis

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    Dennis

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  1. Double surface on meshing

    thnx, that fixed the issue for me. but that will just makes the compress unnecessary right?
  2. make your container thick on the outisde may help you. I have a simular problem, but this should normally be doing the job without increasing substeps:
  3. Hi, I have a problem with my flip bucket fluid sim. I made my bucket really big to not have to deal with to much sub steps.... but it still go through the mesh. Im using volume collision vdb (filled interior) move particles outside of collisions... is there something else I forgot? the bucket isnt going that fast but already gets inside the geometry thnx in advance
  4. -for-each: What??? since when can you do this in promote sop? I have to double check this.... -intersect() <- checking this one to!!! thnx for the fast feedback!!
  5. Hi, is there a faster way to check 10000+ objects for some attributes? Im making a tool that uses intersect_all() I want to make a tool that looks at the objects and see if it is visible by the camera position. And if it isnt, it can be delete the object ( not only the prims or points). So what I did now is to give it a color promoteToDetail in a for each to MAX and promote it back down to have the object the max value. But is there a better and quicker way if there are so much objects? thnx
  6. Hi ALL! Im a bit stuck. There are serveral ways to delete everything outside the camera view, like group by volume based on camera, uv texture based on camera view. But I cant figure out a way to use a method to send rays to all object facing the camera and delete everything thats has no first hit attribute. e.g. I have a autocad model and I dont even want all the inside objects that are not visible for that shot. Can someone lead me to some good starting point / hip / anything that can help? Thnx in advance
  7. Hi, Im new to arnold for Houdini and want to know if there is a way to directly specify a vdb volume in the string path instead of a file on disc. for e.g.: I tried: /obj/cloud/OUT op:`opfullpath("/obj/cloud/OUT")` op: /obj/cloud/OUT ( without any luck) thnx for the help!
  8. Hai, Is there a way to get the data of the length from a alembic? I have to run a pipeline where I export the exact amount of frames as coming in. THNX
  9. Hi guys, Far far far away, in a galaxy... there was someone that had a tutorial online about morphing a text into a logo. He did some font fixing, creat a trail of the morph, some rendering mantra stuff.. It was coming out at the same time as the CMIVFX ParticleFx tutorial. I know its a old one but I am looking for it but have no clue what the name is / or which company. Anyone? Im just looking for that specific name, not a solution to fix something ;-) thnx
  10. Auto UV crashing?

    Hi auto UV is constantly crashing in H16.5 and H17. working wth the v1.72 of the gamedev tools. Am I the only one? I want to quickly do it on a car mesh around 600.000 polygons. thnx
  11. Houdini rendering Geo, renderflag

    Thnx for the reply. No it wasnt about rendering, it was about saving geometry with the file node and click render where the render node was not at. Its seems like I found the whole problem. It is because I had made the project first in H14. wich is based on the old foreach method. I cant show you the exact way but here I give you the H14 problem If you switch to newer versions. The older version is a subnet so it can have render flags on different things and will output the renderflags While the new houdini workflow just export wherever you set the ropfile node
  12. Hi, I have some basic question. How to convert a glossy reflection file texture to a rougness map using principle shader?... I know its the invert of it. I tried different things... add a minus to the roughness slider at the top level (didnt work) Allow edit of content -> Adding a invert Node to the roughness node (gives a red "!") Allow edit of content -> multiply by -1. (gives a red "!") thnx
  13. search and check for UV's in scene

    Thank you both!! The wrangle is realy easy to read! It should be: float test = max(@uv); Also it gave me by testing it on a unwrapped cube one value on the spreadsheet of 0. But by promoting it, it luckely disappeared. Hopefully it works on the rest of the stuff now. uhmmm... damn nope it didnt realy worked as expected... there are some objects that are just getting deleted who has uv's. if(test != 0) // did some fix too.. Im almost there float test = abs(length(@uv)); //gives me also some result for uv's that are placed in a negative uv sheet: i@hasuv = 0; float test = abs(length(@uv)); if(test > 0) {@hasuv = 1;} Now Im almost there... How to find overlap procedurally? Any idea? scene2_uvCleanUp-ViaWrangle.hip
  14. search and check for UV's in scene

    Hi, I have large scene with alot of geometry wher some have UV's and some who doesnt. I imported the whole scene as one obj file so it thinks it has UV's. I know there is a way to determine if it has to uv's I saw in the simple baker that it has a switch that unwraps the model if it doesnt have any: haspointattrib(0, "uv")||hasvertexattrib(0, "uv") But this doesnt work. because it has a attribute uv, which is empty on some object. Is there another way to look for objects that doesnt have uv's? or where the uv attr views none uv's? thnx
  15. Gamedev Simple Baker

    I got the last version, 1.11. Shortest path and cluster doesnt work at all. Only the Standard uvunwrap.
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