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WLVL last won the day on April 14

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  1. shadow catcher material

    Solved it! Just generate a shadow_catcher_shadow pass (Mantra: extra image planes / direct shadows, 1 light rays, reflection limit zero (no bounces) ) Multiply the inverse of it with the shadow_caster_shadow (red). Use the result as shadow pass. I will provide an updated hip file with example as soon as I have the chance.
  2. Learning VEX via Animated Gifs - Bees & Bombs

    torus_twister cuboctahedron to improve: chromatic aberration cube_fractal to fix: apperent acceleration to find out: how to generate gifs directly from TOPs spigoli_v20_text_toodforce.hip
  3. shadow catcher material

    a clarification: this is happening because of the technique used. The shadow catcher is excluded from the shadow mask parm of the key light in order to prevent self shadowing. By doing this though the shadow catcher will not be consider as an occluder of the lightsource, hence letting the shadow from the caster drop multiple times on the catcher.
  4. shadow catcher material

    I have realized that the above mentioned technique does not work for shadows that should be occluded from the shadow catcher. I have updated the hipfile to simulated this scenario. Image attached: all elements, shadow caster (green cubes), shadow caster shadows (red), shadow catcher (set, grid and big yellow cube) and the overlay of the shadow pass onto the set. As you can see the highlighted shadow is not correct, the shadow catcher (the set) should have "blocked" that shadow from happening. Any workarounds or totally different approach please? Thanks. shadow_catcher_v010.hip
  5. Emit Particles on Painted Attribute

    in the pop source, under source, make sure Scale Point Count by Area is ON. This will prevent emission in areas where your emission attribute is zero. to visualize the color check here: https://www.sidefx.com/docs/houdini/basics/visualizers.html
  6. bullet dynamic emission does not work properly

    Try this -Reduce the box scale while copying onto the points (in your scene they are heavily interpenetrating) - DOP/RBD PACKED OBJECT : Initial object type: Create active object. (your source is not animated in terms of position, if you set it to deforming source the dopobject will try to figure out where that source geo is moving, but you have a changing topo source, hence the position is mismatching) -Turn on AutoFit Primitive boxes toggle in DOP. (this will make sure your collision geo fits properly) Does that help?
  7. Activate Packed Object when inside other mesh

    Hi Hiro, could you provide a simple hip as an example please?
  8. Learning VEX via Animated Gifs - Bees & Bombs

    Playing around and trying to replicate Ryan's cube One thing missing. There is an apparent acceleration as the object gets closer to camera. I have tried to compensate for it by making the translation to camera exponentially slower (using as exponent the scale factor of the fractal*), but it still doesn't look right. @iFight4theUserhow did you manage to make it look linear? I am not sure if we used the same method so I have attached the hip file. Thanks for helping! *scale factor of the fractal is the scale ratio at which you will "see" the same shape. For example, the cube stack is created by copying the cube and scaling down 0.3 cube_fractal_v02.mp4 cube_fractal_side_v02.mp4 spigoli_v08.hip
  9. from houdini 17.5 you have to specify the density field parameter. If left blank it won't show anything (previously was grabbing density by default when blank)
  10. I am exporting a rest and a animated FBX from Maya. In Houdini I am creating an Agent SOP loading the FBX at rest, then Agent Clip loading the animation FBX directly from disk. (shelf tool for Agent) The animated FBX does not read properly, the geometry is collapsed onto itself. Could you please share the best practice for exporting FBX from Maya in this scenario please? Any settings that I should be particularly careful of on export? Any specific requirments for rig hierarchy and constraints/bones?
  11. 1- only cache subframes if you are planning to use them down stream, for example if you need to slow down the sim in post or if you are using smoke to source another sim with substeps (otherwise you are just generating unnecessary data) If you are caching subframes do so use $FF. 2 - if your volume is a vdb you should cache it as .vdb only if you are planning to export to other applications. If are staying within houdiniland cache as bgeo.sc , it will be lighter and faster to load. 3 - checkpoint files or sim files. (dopnet/cache/save checkpoints or outputDOP). .sim files contain the entire data needed to carry the sim forward, so if you cache them you can restart the simulation from any frame. ( no need to resimulate the entire framerange) In general you would use this method for heavy/slow sim in order to have a chance to retrieve them in case of failure. Even in that scenario you would still cache the sim as regular bgeo.sc cache, and keep only the checkpoints of .sim. Bear in mind that $SF is the simulation frame which doesn't necessarily match the $F Ie. Your frame range is 1001-1050. and you are simming from 950 to 1050 with 2 substeps. $FF 950 = $SF 1 $FF 950.5 = $SF 2 .. $FF 1049.5 = $SF 99 $FF 1050 = $SF 100 I hope I was clear enough, let me know if you have any doubt
  12. shadow catcher material

    updating this example scene file to latest houdini version. shadow_catcher.hip
  13. I have a smoke master cache at the origin created in houdini (vdb). I am positioning this cache in the world (attaching to anim) using copy to points with orientation. I would like to cache out only the point (with position and orientation attribute) Import that point in Maya, and instance the master cache vdb directly from disk with the correct position and orientation. Could you please suggest me how to achieve this? Context. This master is used across an entire sequence. For every shot is placed and re-cached out in position. This is very inefficient, both time and disk storage wise. An instancing system would be a true game changer.
  14. I want to split a string after a specific number of characters. ie. split after the 5th character (position 5) string s = "0123456789"; into "012345" and "6789" I don't have any consistent separator. I have a consistent amount of characters after which I want to split. Split function won't work because by default it will set space as the separator if none is specified. My approach would be. Split the string into a characters array, and then recreate the separated strings using a for loop string s_char[] => (0, 1, 2, 3 , 4, 5, 6 , 7, 8, 9) int coord = 5; //coord to split at string s_1, s_2; for(int i; i <= coord; i++){ s_1 += s_char[i]; } for(int i; i>coord && i<max; i++){ s_2 += s_char[i]; } Any ideas on how to achieve this?