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Sepu last won the day on June 11

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About Sepu

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    Houdini Master

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    SF, CA

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  1. Exporting Houdini Particles to Maya

    Do not need anything of that anymore btw. Just use Bifrost Graph and export them as pts from H. It will bring all attributes, etc.
  2. Working fine here .589. Try this package 00_Redshift.json
  3. Play with the settings to get what you need
  4. Not sure what you mean exactly by influencing the vertices? something like this? curvemask.hip
  5. Need help for a smooth POP emission

    I highly recommend watching this so you understand and he shares some nice tricks.
  6. if(rand(@ptnum + 213.23) < chf("thresh")){ removepoint(0, @ptnum); } or use the lab tool "random_selection"
  7. Redshift Cryptomatte Custom Name ID

    I can't remember when it came out. I'm pretty sure is fine and it should work in 18.5. Yeah having to render twice is the working around for now if you want to use this with RS - This is just for RS other renders support this without this. WE might a an update very soon that might update this workflow
  8. problems with fbx import and booleanfracture

    vdb from polys doesn't work because your geo isn't water tight so just add a polyfill before that. If you want to get the outline of the boolean you have to in the boolean settings "treat as a surface" nmd_forOD.v8.hipnc
  9. Redshift Cryptomatte Custom Name ID

    This has nothing to do with Houdini btw - is redshift. The way that works as of now is on the OBJ level "cryptomatte ID" Now if you want to get it working something in SOPs you need to enable the instance packed geo option and also the "Create Cryptomatte Material IDs From Not Available Materials" (which is one by default in also in .66 or earlier) option in the obj properties. And make sure that you change the instance method from PC to redshift instance. Then create an attribute s@shop_materialpath which will be your geo basically. Then in AOVs pick "material name". Anyway attached is an example of this workflow in RS. Well, this last one depends on what version of RS you are using since it changed the defaults to PC which is faster to render a huge amount of instances. Also this workflow usually you will need two ROPs a bty and the cryptomatte ... but it works rs_cryptomatte.hip
  10. how to parenting a light to a point

    use the rivet node in obj level
  11. you can also try loading all this data through Bifrost Graph. 1 - 2 million will be easily readable by BF. Plus you get all attributes for shading or whatever you need to do with them.
  12. i@ix = i[]@srt[0]; It should be. You need to cast it.
  13. How can I convert a point cloud to a surface?

    You also try the vdb from particle fluid and play with different settings to get the look that you are looking for. PointCloud_To_Surface.hip
  14. Custom AOV with V-Ray ?

    You can do it in the material itself, you have 2 ways either an AOV bind or connected to the output. Do not forget to give it a name. That's it
  15. You do not need to use an attrib transfer btw. You can use a pop collision inside DOPs and you can output a grp for the hit the collision for you to color post sim. Flip is just pts so you can use any of the pop nodes. Here is the scene fixed. ap_flip_colorize_collision.hiplc