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Sepu last won the day on March 25

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  1. random strength attribute

    you can use a fit function i@strength = int(fit01(rand(@primnum + chf("seed")), 1, 10));
  2. Export/Import issue

    Yes it will, just unpack and convert after you import into Houdini.
  3. Export/Import issue

    I would say go with Alembic instead.
  4. look at the setattribtypeinfo vex function http://www.sidefx.com/docs/houdini/vex/functions/setattribtypeinfo
  5. you can use mesh lights or just use the rs incandescent mat. You could just copy to points a bunch of small sphere or instance the geo as well with RS.
  6. Simply converting Point attributes

    If I understand you correcty in Vops use a bind and bind export or in wrangle. @pscale = @mask;
  7. Here you go point_deform_ex.hipnc
  8. Installing RedShift?

    The last 3 HOUDINI_DSO_ERROR = 2 PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/15.5.480;&"
  9. You can make a Shelf Tool, just create everything in SOPs grab all it and drag it into the Shelf.
  10. Reconstruct combined objects

    you can use the polyexpand 2d instead.
  11. Random Voronoi Fracturing

    watch a couple of Steven Knipping videos. New booleans can give you more randomness
  12. Reconstruct combined objects

    like this? ROADS_001.hipnc

    well if you look at your material, you have black on your diffuse so yeah you wont see anything the same with GI (Also you have turn off GI in the ROP). Add and environment or something like that so light can bounce. I can see depth, you should have a look at Adrian video about zdepth. Even though the video is for Maya, the same applies to Houdini

    So is it working with what Henry said or not? Because here is working just fine as you can see. What version of RS are u using?
  15. Redshift and Particle Render

    you cant use the particle tech for emitting light (mesh light) unless you want to use the rs_incandescence. You would want to use instancing in that case.