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Butachan last won the day on June 4 2020

Butachan had the most liked content!

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  1. Hahaha... thanks man! Nice CC. That was just a test render straight from the viewer, but I appreciate the care for the image.
  2. UPDATE An update on this project... The procedural tool is complete and my first space station is done! Now to blow it up and crash it! Here is a proper presentation of the tool You can also check more details, and some high resolution pics, at my artstation page: https://www.artstation.com/artwork/v1X09v -------- I made a tool that can be used to create space station modules for production of VFX. Basically all geo is water tight and easily subdivided and ready for Mari or Substance Painter... I didn't made the textures procedurally because I feel the hand touch in textures would add realism to the objects. The tool is 95% ready I feel but I am in the process of making my first Space Station... here are the samples: HDASample.mp4 And first render test:
  3. simply make a "for each piece" for loop and then in an primitive wrangle write: i@test = @numprim;
  4. Hi Everyone, I "expanded" and changed the solution by Atom and Delda a bit The script now expect you to select the SHOP network node created by the fbx importer. It then creates MAT network at obj level with the same name as the selected SHOP network node and then I use ATOM function to create the redshift shaders inside it. I puposely do not append the 'rs_' to the name of the material so it is easy to replace the original material by simply changing base directory of where the object is searching for the materials. Basically the same materials name will reside in a different container. The reason why I took out the part of the script that appended the new materials to the object was because I thought that as it was written it may have problem with the structure in which my FBX where built. Basically multiple materials adresses inside a single material SOP. Anyway, As @Atom script was very helpful I thought in adding my bit by sharing the adaptation here and hoping the community find it useful also. Nico. fbxMat2RSMat.py
  5. @Atom Man, Thank you very much for this script! I was just about to embark in figuring out how to do this for Kitbash objects in FBX format. This will definetely solve my problems or point me in the right direction. PS: I like the fact that you call 235 lines of codes a "short script" . I am almost fearful to see your heavy ones Nico.
  6. Yep I would have recommended this as well as this way you may not even need to run a for loop. I did a similar setup to create a few instances to render later.
  7. Have you tried renaming them so the order is as you want because as of now color_0* comes before color_299* Wild guessing here... my pc is rendering and don't dare to open Houdini. Nico.
  8. Good luck man! Quite the chutzpah (I am saying it with honest admiration) Nic
  9. Hi everyone, I am sharing this simplified version of a project of mine cause I have an issue that is really baffling me. It's a hair simmulation, just one hair which I am manipulating its pscale through SOP solvers to create some worm like movement, It works completely fine as long as I keep the system with 1 substep, but if I increase the number of substeps it goes ballistic! I have other solvers that really polish the movement of the worm they all work fine, as long as I don't increase the number of substep to more than one. Is like the SOP solver multiplies its effect per substep. I have no idea what could be causing this, worse I don't understand the why and that really bugs me. Any help would be really appreciated. Best, Nicolas. Edit: I believe its the internal collision being multiplied, or calculated in each substep in the SOP solver, but no so such how to address this yet. Edit 2 : to clarify when the behaviour is acceptable. VellumSubstep.hiplc
  10. Hi, Just thought in ask if anyone knows of an external editor with vex and HOM libraries in them. You know to lazily have autofill and nice colors in an external editor (visual studio maybe??) Just kind of hoping that more advanced programmers here will have a better set up than mine
  11. there is a master class... it pretty much solve your question.
  12. Are you still having trouble with this?
  13. Yes I thought about the geo node in cops aswell, but I just assumed you wanted the font through some interesting perspective view. Now that I think about it it is kind of sad this node do not have a camera input. That's why I offered the post script as a solution. Anyway, glad you found your solution Tim
  14. But I guess then the efficiency will depend on how many iterations are we talking about. Things can go out of control easily in Houdini. Can you share an example file of what you are working on? Maybe we get a better picture.
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