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Everything posted by polvy
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Redshift - Rendering instances and stylesheet, accessing subtargets
polvy replied to sadhu's topic in Lighting & Rendering
Hi! Did you eventually get the solution to this?? I'm struggling quite a lot with the same problem right now. Thanks!- 1 reply
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- subtargets
- instances
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(and 2 more)
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Hi, What you are asking for is exactly what TOP's do. I suggest you to give it a try
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- VEX Wranggle autocomplete and dynamic help display, like python shell. Please, its time..
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How to scatter points in a volume uniformly?
polvy replied to magneto's topic in General Houdini Questions
You can add a point for each voxel you have by typping in a volumewrangle this: if (f@density>0) addpoint(0, @P); -
Another option, maybe don't fit to your case but can be usefull. selector.hiplc
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That array in a solver is pretty much what I was searching for! surely can be optimized a little more but is a very good solution, great job.
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Hi all! Posting this challenge here means i've spent a lot of time searching for a solution at this problem, no succed. It's quite simple: You have a set of points, a randomly event occurs for each one of them and once that happens I want to set the frame of the incident into a point attribute. I think is simple but i've been stucked for a few days, hope you guys can find a solution and bright me one more time. Thanks! I attach an example (failed) file. setFrameIntoAtribute.hipnc
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Amazing, congratulations and thanks for sharing. Next step may set oriented clusters, as seen before in a trzanko thread
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Hi there! I tried to recreate the melting of a squid by a heat. I use PC propagation, and sourcing Cd for the smoke. Any feedback will be highly apreciated. https://www.linkedin.com/in/pol-villà-31a476110/ finalRender_AE.mov
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Hi! Just sharing another work of mine, this one took me a lot of time and I like more what this setup can achieve than the result that I got , but at least I finished. Hope you like it!!
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Sure, take a look at this test hipfile, but you will see nothing complicated I guess glassBattle_test_OdForce2.hip
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Totally agree, i first started following Entagma's propagation PC lesson and ended in a mix of some techniques together. Thanks and congratulations for your last project with fluids, I spended half morning gazing it... awesome. I hope to work with you someday https://www.linkedin.com/in/pol-villà-31a476110/
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Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
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Hi there! I'm afraid I forgot something simple here, because there is no way I can transfer shatter to a moving object (in this case a walking biped ). I know that best way is to shatter before apply movement but in this case I'm working on an Alembic file so there is no option here. I attach a simplified version of my problem, hope you guys can solve it, thanks! dynamicShatterTransfer.hip
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Wow! Solved! But i'm wondering how "animStore" expression keeps and transfers moving points to shattered geometry so efficiently. I've never seen anything like this before, very clever.
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I tried already, fixes the problem but not 100% accurate.
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I'll try it, thanks!
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I was afraid that the solution was this because I find it terribly slow,I suppose I'll have to send fractured geometry to Maya, re-animate and save the Alembic again with the animation of the shattered character...(sorry for bad english). Thank you so much anyway
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Glad you like it, thank you. I'll do it.
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Thank you, I appreciate your comments and I think you're right on this point. If I ever have time to rebuild this project I'll do the camera change.
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Hi! I don't know how to solve a simple UV problem, I created a basic file where i can recreate my case. I just want to get UV's sticked to the geometry, even if there is a rotation or gets partialy deleted. I tried using Vertex Sop for MAP matching, but no results. Can you help me? Thanks! UV_Problem.hiplc
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Ok i found the solution, i was trying to unwrap after the cache simulation. I resimulate again and applied the unwrap before and no problem this time. So I asume that it has to be done always before saving cache files.. Thanks!
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You're right, i'm sorry that's not exactly my problem, I just made a scene more reliable. UV_Problem.hiplc