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About Harsh

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  • Name
    Hersh Dhillon
  • Location
    Toronto, Ontario

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  1. Hi Marty. For some reason its locked for me. I tried H15 too. Same thing. I can change the Scale Time parameter value but I cant key frame it at all. Its locked. Is there a step I am missing?
  2. Hello Pals, Hope you all are having a great year so far. I am trying to do a shot with particles which needs slow motion on a certain camera moment. Basically, I just want to slow down the motion of my particles for few frames. I dont want to mess with the velocity etc as I really like the motion of my sim. I looked into time-shift, time-warp etc. But they always feel like a cheat and not much of a high quality solution. There is a "Scale Time" option on the POP net. But for some odd reason its locked and we cant key-frame it at all. That would have been the best solution, where we can just lower the timescale for bunch of frames and then resume it in normal speed. Can anyone just give me a brief why Sidefx would want to make this such a big deal and lock it on POP nets? Thank-you and have a great day! HD
  3. Atom's Link Page

    Thanks for taking time to build this post. Probably the most useful thread on this site. U are so selfless in spreading the knowledge without any motive for gain. Faith in humanity restored. Respect man
  4. Thanks for sharing. SPI did beautiful work on this <3
  5. Hello my Houdini Folks, I hope you guys are doing well and creating A class Sims. I am tasked with creating Houdini fur for a talking animal, We are replacing the mouth with the animated one on the live action puppet. So basically my task is to match the groom with the plate. We first were looking at the Xgen Approach given its in Maya and we can render from Maya itself. But because Xgen is a pain and very buggy i transferred the task to be done in Houdini and rendered out in Mantra. I have the groom which looks if not the same, close to the puppet. But now the issue is to transfer the same fur over multiple shots with different camera info for continuity sake. I exported the camera and animating geo in Houdini. But with each shot, the geo is at different location in space because each shot is tracked separately. For transferring the fur over accurately, the geo needs to be in close proximity, with slight change in positions. I tried the recache strokes and transfer based on UV approach. But still, to get the groom match accurately it has to have same position as the fur geo we are transferring from. Did anyone in the community have worked with Houdini fur and transported the fur over multiple shots with different camera and geo positions? Any input will be appreciated. Thanks Harsh
  6. Mixing 2 displacements in ocean shader...

    Hi Afandina. Can u explain how did you achieve it with COPs? I am trying to figure this out too.
  7. Houdini Tile-able Ocean

    I tried it but seems like i need to bake multiple displacement maps and then edit the shader to give me the result i want. Sounds a bit too much but once i get the technique i will publish an in depth process on it as whole internet is pretty clueless about this.
  8. Houdini Tile-able Ocean

    Thankyou so much Vijay. This gives me a certain idea on how to approach it. I will try it right away.
  9. Latest collection of my rnd work

    Did you do the variation of the ocean surface in comp or shaders? Impressive work btw. I need to render a large scale ocean so i am looking for answers. Thanks
  10. Houdini Tile-able Ocean

    Hello fellow effects artist. This my first post here. For a fast flying camera shot I am responsible to create a large ocean. I am using ocean spectrum nodes to simulate it in Houdini 15.5 But the waves looks very identical to each other. Is there a way to make it look more realistic with variation and cusps? Any reply would help. Thanks Test_Ocean25.exr