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Everything posted by ejr32123

  1. 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 : )
  2. playbar size houdini

    I was told on sidefx.com forums the play bar cannot be changed in size
  3. 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?
  4. 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.
  5. 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.
  6. 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?
  7. 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...
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. shock wave

    here is a start shock.hiplc
  13. Exporting Pyro Simulation as VDB problem

    when it says out of memory its talking about ram I believe. Try doing the same process but opening up task manager and see if the ram goes to 100% How much ram does your machine have?
  14. Pyro bake volume node isnt working

    Its because you are not sourcing any temperature or burn. If you go to volume rasterize attributes and only use temperature and burn it will be empty. You need to change the coverage attribute to either nothing or change the way you are sourcing (like giving each particle a density value higher then 0). You have density as your coverage attribute and your points that have burn/temperature have a density value of 0. So you are effectively multiplying your burn/temperature by 0. So only density is being sourced.
  15. dealing with open geometry

    sorry, I cannot. But using the different methods listed above pretty much have me covered
  16. dealing with open geometry

    Hello, For some recent freelance work I have received geometry from modeling which will interact as a collider for some smoke simulations. The geometry (as often is the case it seems) isn't properly closed up in areas that are not rendered. I assume modeling thinks if something isn't being rendered the topology isn't important. It's difficult to set up sdf collisions for pyro because everything is open. Any advice for how to deal with this? Is there some alternative to pyro collisions that do not require sdf's, or do I just need to close everything up. I feel like I would spend more time fixing the geometry then doing the simulation : ) Thanks
  17. dealing with open geometry

    Thanks all for the answers
  18. Sparse Pyro Combustion Emission

    the flame range doesn't actually seem to work for me. Smoke is always emitted everywhere even from the very start.
  19. dealing with open geometry

    Unfortunately that doesn't work. The collision is way too thin. I did something similar. I use a vdb from polygons then reshape sdf on dilate to make it thicker
  20. dealing with open geometry

    oh nice, I will try that
  21. dealing with open geometry

    1000 iq move, lol. I will give that a shot
  22. dealing with open geometry

    haha, unfortunately that doesn't work in this case
  23. texture bake seams

    found the problem in an older forum post. In the bake rop driver settings, the the alpha channel is being copied to the extracted image planes. You can just leave that empty and your texture will work.
  24. texture bake seams

    Hello, I used to have no trouble baking textures, but no matter what I do I always have seams. I am not sure which version this started happening. If I use the lab bake texture node (which seems to be using an older version of the texture bake rop) it works perfectly fine. Look at my viewport render. the left side is using the texture bake rop and the right side is using the labs texture bake (as I said, I think its using an earlier version of the bake rop node). I practically mirrored bake texture rop settings to the labs bake texture, but its still not working. Any thoughts? edit: you can see the export from the regular bake has an alpha channel for some reason so you dont see the diffuse fill. bake_test.zip
  25. Is there a way(particles)

    you mean like this? hip included pop_curve.hiplc