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ejr32123 last won the day on October 22 2021

ejr32123 had the most liked content!

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About ejr32123

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    Houdini Master
  • Birthday October 13

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    Effects animation.

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  1. emission from pyro karma

    Yea, that works for me. I wanted to see if I could boost it with a volume light. I should have clarified that.
  2. emission from pyro karma

    edit: I think it just not compatible.
  3. help pyro clustring and substeps

    this isn't an answer to your question, but why not use sparse pyro?
  4. Hello, Is it possible to have emission from pyro (fire, etc) illuminate the scene in karma? It doesn't seem that volume light works in karma. Thanks
  5. playbar size houdini

    I was told on sidefx.com forums the play bar cannot be changed in size
  6. been using houdini for years and I never tried to do this until now. how do I make the play bar area taller/resize it? Can't really find a way to do it. thanks : )
  7. mega scan renders always look bad

    that is what I wound up doing. I stupidly put a rs multiply node, then it came out gray. After a few mins I realized it needed a rs multiply vector, lol. I forgot sometimes rs nodes split things like that up.
  8. mega scan renders always look bad

    update: someone pointed out to me that you can just multiply your albedo by the occlusion. You could do that either in the material or in photo shop/after effects layer the occlusion pass on top and set it to multiply. Then it looks correct.
  9. mega scan renders always look bad

    well, I actually found the answer to my question by editing the material in mixer. I think the problem is quixel materials are meant for games, so they include a "occlusion" texture. If I disable it, it looks like my render. Of course there is no way to plug in a occlusion texture into a rs material or principled shader. So what exactly am I supposed to do to get this looking good in houdini?
  10. hello. I recently started using more of quixel's megascan library with redshift in houdini. Most of the 3d assets render fine, but I seem to have the most trouble with getting textures to look decent, especially grass. I can get dirt looking good, but it seems like I have to constantly change settings like displacement amount depending on the shot angle/lighting. I swear it seems impossible that the render they show was actually made from the same textures. Look at their render of the grass, then look at mine. It's like their are gaps of shapeless color between patches of grass. It looks nothing like the fully dense grass render they have. I tried using both mantra and redshift, nothing comes close to making the grass look anything like the render they have. It just looks flat with gaps between patches of grass. any tips?
  11. UPPERCASE node names

    Hopefully other people don't know this so I am not the only dumb person here, lol. I just found out if you use UPPERCASE letters in your node name, it shows first in the choose operator dialogue. That is why SESI scene files always have the term "OUT" in caps. Anyway, that's it from me. Good luck...
  12. rbd object ignores velicity past first frame

    The reason I used hero over packed was because I thought I could give different points different velocities to guide it. Since packed geo only has one point I used the hero rbd. But apparently that doesn't work.
  13. Hello, Why do rbd objects ignore velocity past the first frame? Please note I am NOT talking about packed rbd objects. Those work fine. I specifically mean rbd objects. Why can't I add point velocities past the first frame? Thanks
  14. pyro smoke trail

    kinda hard to trouble shoot without a file, but can you try using a volume visualization node and set density to flame/temperature (depending on which you are using for fire). You can then visualize the flame/temp field in the viewport. Is it still disappearing/reappearing? edit: did you cache your pyro simulation? it is possible you dragged the playhead to an uncached area so its rendering incorrectly.
  15. Track pyro simulation to a moving (Alembic) object

    not really sure what you mean but if you use sparse pyro it will automatically resize the container to keep in all the areas with density/flame.