Jump to content

Strob

Members
  • Content count

    33
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

1 Neutral

About Strob

  • Rank
    Peon

Contact Methods

  • Website URL
    http://www.strobFX.com

Personal Information

  • Name
    Jocelyn
  • Location
    Quebec, Canada

Recent Profile Visitors

941 profile views
  1. Controlling pyro fuel emission by texture map

    Ok good. In H17 it creates points anyway by default. we then just need a delete node with this expression: tex(filename, U, V, color_type) > 0.1 for example: tex("$HFS/houdini/pic/baconAlpha.jpg", $MAPU, $MAPV, l) > 0.1
  2. Hi, I want to emit fire from a geo and use a texture mapped on that geo to control the fire emission. I know there is a way to scatter particles on a geo and then use a texture mapped on that geo to control those particles scale and then use them to emit fuel, but I would like to know if there is a way to directly use a texture on a geo emitting fire to control the fuel amount so when there is a gradient in the texture, the fire really fade correctly instead of just being emited by smaller particles in the grey areas... also I don't like the idea to have to use a really dense mesh to have enough rez for the texture to show in the scattered particles when there are finer details in the texture (or maybe Houdini is so powerful that it doesn't bother to do this...) In the doc about the "attribute from map" node, we can read this: http://www.sidefx.com/docs/houdini/nodes/sop/attribfrommap.html You can use this node to create density, fuel, and temperature data to drive a fluid simulation. Using the Fluid Source operator, this data can become a set of volumes to be used as a source for a fluid simulation. So by "fuel data" do they mean scattered particles as emiter? Or is there a way to use that node to directly control the fuel by a texture? tanks in advance for any hint folks!
  3. Primitives soft selection

    With the softpeak node we can move faces with a radius but not interactively.
  4. Houdini 17 Wishlist

    -Soft selection for faces edit -make the shortcuts supported on international keyboards -3D paint bitmap textures in viewport -mantra GPU -accelerate mantra CPU (make it smarter with variance-based adaptive sampling, adaptive lights, scene analysis, denoising intelligently by element, more like V-Ray).
  5. Primitives soft selection

    Weird CTRL-SHIFT+3 doesn't work for me. anyway my other shortcut does work. the original shortcut was CTRL+@ but for some reason (like a few other houdini shortcut) it doesn't work on my English-Canadian-french keyboard. Even though Houdini is made in Canada! It's the only 3D software i get problem with shortcut like that (no problem on Zbrush, maya, max, blender). I hope they could make houdini shortcuts compatible with french keyboard.
  6. Primitives soft selection

    Ok sorry about Bob, english is not my first language so I didn't know about this expression, I just googled it and now I know... https://en.wikipedia.org/wiki/Bob's_your_uncle In French we say CQFD (Ce qu'il fallait démontrer)...
  7. Primitives soft selection

    Thanks guys. Ok so Houdini just can't use soft select for Faces like it can't do border select etc on faces only on points and edges. I already use the shortcut to convert face selection to point selection (a strange character I didn't have on my keayboard so I remaped it) but I didn't know theCTRL+SHIFT+3, maybe easier to remmber and no need to remap it. I hope future version could add the functionalities we get with points and edges for faces too. I would also like to see just a simple note in the doc: soft select doesn't work on faces. Instead they are implying that it does work but it doesn't so it surely is a huge loss of time trying to make it work. see here: http://www.sidefx.com/docs/houdini/nodes/sop/edit.htmlSoft radius Soft Radius: Distance within which other points/faces follow the points/faces you edit directly." p.s. I really dont' get your joke about Bob being my uncle...???? I sware I tried hard!
  8. Primitives soft selection

    While in houdini I get this: it works with points but not faces (called primitives in houdini).
  9. Primitives soft selection

    When I say primitives I mean "faces". So what I want is really basic like this: in 3ds max:
  10. Primitives soft selection

    Hi, In the edit node is it possible to move faces with a soft selection? It seems to work only for points and edge... Any help appreciated.
  11. Help With Speeding Up Render

    One thing we must careful with when facing the rendering of such a scene is the intensity of the highlights. If they are too strong (white way above 1) it will cause really high contrast and the sampler will work a lot trying to antialias the jaggy edges. There was some very strong jaggy edge around the highlights in your scenes mostly Test_RenderRS_3.hiplc So I played with the sample filtering settings: I switched it to mitchell (my favorite in V-Ray) and cranked it up to 9 and lower the max subsample and secondary ray intensities, they were way too high I wonder why. And I also lowered one the light intensity. It removed the jaggy edged around the highlights. I get 1min 39 sec. It's the first time I try Redshift and I really love it! Test_RenderRS_3_strob_001.hiplc
  12. Help With Speeding Up Render

    Just enabling memory management get me 1min 42s!
  13. Help With Speeding Up Render

    Cool I will play with these.
  14. Help With Speeding Up Render

    Yes sorry I erased my post it was my bad. I didn't noticed I had my miner running in the background!! I feel like such an idiot!!! Sorry.
  15. Help With Speeding Up Render

    With 4 gpu (1080 ti) the last scene by marty (Test_RenderRS_3.hiplc) took 2 minutes in Redshift demo 2.5.46 (windows 10 , houdini 16.5.268). So 4 gpu is not exactly 4 times faster though (this is compared to 4min 40s by marty with 1 x 1080 ti).
×