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2 NeutralAbout olivetty
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- Birthday September 20
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www.headofoliver.com
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Oliver Banasiak
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Sweden, Malmö
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Houdini, movies, arts, music, psychedelics, philosophy, science of the mind, photography and cakes!
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HELP - Problem with flipping normals/cross-section on Sweep
olivetty replied to olivetty's topic in General Houdini Questions
Awesome! Thanks so much for looking into it. Will disect and learn - thanks magician! -
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olivetty started following HELP - Problem with flipping normals/cross-section on Sweep
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HELP - Problem with flipping normals/cross-section on Sweep
olivetty posted a topic in General Houdini Questions
Hello all! I have this problem where my sweep is being flipped on random frames. It seems the points on my animated curve are jumping around in the spreadsheet (but not visibly). The curve is generated from a A-BSeam group from a boolean of a cylinder and a big noised-up box that goes through it. This is then resampled to get a constant pointcount. I'm resampling on every frame so this is the problem I think. The curve then travels upwards. I generate an up-vector with a simple wrangle @up = set(0,1,0); and then feed it into a sweep. The sweep looks fine and works well but on certain frames the whole thing flips and the sweep flickers. I've made a video to show the problem that you can see here: https://drive.google.com/file/d/13Ch6K2lNKK5diDRQggiNkFwXTKsC3GCP/view?usp=sharing Here is the HIP-file: https://drive.google.com/file/d/1M1WPRLivDL4PzK9v_1I99UOruoVweCVG/view?usp=sharing -
Group particles into four parts
olivetty replied to cgartashish's topic in General Houdini Questions
This is magic! Thanks celd for this, looks so useful!- 4 replies
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- particlesgroup
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How did you compute it using the polyframe and then passed it on to RS? I think this would be awesomely useful information as I've encountered this before. Usually when RS slows down hard is because it's going out of core (not enough VRAM left).
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- procedural env
- feature film
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Redshift Volume Motion Blur need Help!
olivetty replied to Litesound's topic in Lighting & Rendering
MB on volumes in RS just doesn't work at the moment. It tries to "smear"/"displace" the volume using the velocity data but it's not great to say the least. Maybe there's something you can do to the data and render out some kind of motion vector pass or something? I don't know -
What is your workflow to maintain color fidelity?
olivetty replied to anbt's topic in Lighting & Rendering
There's a post FX tab on the render rop that has tick boxes for baking in certain settings from the RV (Like LUTs, Bloom, or CM). The RV shows you what your linear picture will look like when baked to sRGB (the screenshot you posted). It's just a view-transform. Your picture is still linear just viewing it in sRGB. The color picker can be changed, either sRGB or Linear will be correct, I don't know which though! -
I'm doing something similair at the moment and was wondering what you ended up doing on your part? How did you solve the slicing and rendering bit?
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redshift Rendering Ramp Color created in VOP in RedShift
olivetty replied to MantaRay's topic in Lighting & Rendering
Don't use particle lookup. Use Color User Data instead and when you've written your attrib name reload the RV! -
Awesome thread! Loooove it!!! Beautifully executed!!
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- sacredgeometry
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Sorry for reviving an old thread, but that last part, about driving discp with my temp attrib, how the hell do I merge the two attribs together so that it affects both disp and emitcolor? Right now I have a surface cache node in the particle_fluid geometry node which feeds into to different nodes (color1 which is just a rampcolor from an attrib = temp) and I pass that out to attrib rename and rename it from Cd to emitcolor and put that into an attribcopy together with the surface cache (this is the lava shelf tool of setting things up in H15). How do I create infinite attributes affected by temp which all feed into my null at the end (drive basecolor with temp, displace amount with temp etc)?
- 8 replies
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- pyro
- flip fluid
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Did you ever resolve this?