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About axalon

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    Alex Cameron
  1. Getting a segmentation fault error with 16.0.504.20 when pushing to Zync, wanted to see if anyone else was getting it too. Reached out to support who said they were looking into it.
  2. Houdini 17 Wishlist

    @crunch Where did you disable engine procedural? Was it from here: http://www.sidefx.com/docs/houdini/props/mantra ?
  3. Houdini 17 Wishlist

    I think this is one of the primary reasons Mantra feels "slow", especially for animation when the delay really starts to add up. At this point Arnold is looking more and more appealing for its lack of delay.
  4. Workflow for this sample mesh is as follows: Create dynamesh, subdivide to 2 mil points Apply variety of alphas to mesh ZRemesh to 8k poly, subdivide to 7 mil, project details Use UV Master Create vector displacement with attached settings, base mesh is around 100k What am I missing here? Was able to get blackpixel's example working just fine: https://www.sidefx.com/forum/topic/46764/#post-211000 [sidefx.com] Should I try Mudbox? Renders and settings: 7 mil poly 100k poly with vector displacement 7 mil poly 100k poly with vector displacement 7 mil poly 100k poly with vector displacement UV Layout: ZBrush settings Houdini settings
  5. H16 lags

    Have a GeForce 1070 and am still experiencing viewport lag, so I don't think it's just your viewport
  6. Quick update: switched over to Skin Shader Core, piped in a texture node into the diffuse color and got the following result: Which looks more accurate however I can't seem to find where to put the displacement/bump map in Skin Shader Core
  7. The effect I'm going for is something like this: https://gfycat.com/AgitatedMedicalIrishredandwhitesetter Displace coupled with some type of rotation. Maybe add in some RBD later on. The above example was done with the Attribute VOP, the rotation calculation direction involved calculating cross product and using quaternions. Can this be achieved with a for loop though? Feels like you'd get a lot more leverage using an attribute vop...I'm a little ignorant on how to use an attribute vop over groups like the ones generated by the polysplit node.
  8. Is it possible to use an Attribute VOP to apply transformations to the cut up pieces or do I have to use a foreach SOP?
  9. Thanks for the help f14! Finally got a chance to get back into this and am happily using curves to slice away. My issue is in merging everything into a group for control over all cut out elements. In your above example you used a ForEach to cycle through all the sliced elements. I'm wondering if this is possible because you used a platonic to cut things up? Unfortunately I'm not seeing how to group together all these curves into one group node. I tried setting up the foreach node as you did in your first example but it doesn't look like I can just pipe in all the curves into the foreach element. I've attached my progress, hopefully it's something simple I'm missing. P.S. How can I hide the original mesh? Because I'm using a merge node at the end to group everything together the mesh isn't keeping track of all the cut out pieces. curve_work_1_1.hipnc
  10. Cool, the curve looks great...but now getting a "Input Projection must contain only one curve" error? Geometry not cooked? sphere_curve.hip
  11. Ah, wonderful, thank you! Are there any other options outside of DrawCurve for drawing curves on geo? I tried the Curve SOP but wasn't able to get it to project. Freehand control is nice from DrawCurve, but it'd be great to be able to modify the curve after to make it a bit more tidy.
  12. That looks great, but I'm looking for more of a hand carved look. Quick mockup: Draw Curve on Sphere and pipe into PolySplit sphere_curve.hip
  13. Hi everyone, Was wondering if you guys could give me some advice on what the best way to slice up a 3D mesh with curves would be so the result would look similar to this voronoi fracture, except with custom hand-drawn shapes. I've seen some examples on 2D surfaces but wasn't sure how to go about it on a 3D surface