Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


nicoladanese last won the day on August 7

nicoladanese had the most liked content!

Community Reputation

9 Neutral


About nicoladanese

  • Rank

Personal Information

  • Name
    Nicola Danese
  • Location
  1. copy/stamp, alternative ways?

    hey all! thanks for all the replies, I'll look into all of them asap, I've been busy trying to get outof a shitstorm of work lately
  2. copy/stamp, alternative ways?

    Hey thanks! I didn't think about extruding primitives, definitely faster, the only problem is that this way you are limited on the shape of the geos, I think I need to have more control over the shape of the instanced geo
  3. Hey! I'm looking into a way of doing this sort of abstract models, and I'm copy/stamping cubes on a grid, driving colors from a map and the height of the cubes (from another map + noise) is piped into a copy stamp, it works fine but I find it very slow when the number of copies rises too much, it takes roughly one minute to copy/stamp 1 million cubes. I noticed is not multi threaded so I wonder if there's a smarter/faster/better way of approaching this cheers!
  4. ocean + ripple solver setup

    hey! sorry for the late reply just came back from holiday, do you still need it? I don't have access to my houdini right now but I can put something together in the next few days if you still need it
  5. cloud with interaction

    I'm glad it was useful!
  6. how to export material stylesheet

    thanks! didn't notice it!
  7. how to export material stylesheet

    Hey, thanks for your reply, I'm using 16.5 and it doesn't seem to work, I can't find the "view JSON" option...
  8. Hey! I'm working on some material stylesheet for crowd, and I'm wondering if there's a way to export those rules to a separate file, so I can import it in different lighting scenes cheers!
  9. kill pop force contribution on Y

    thanks Filip!
  10. kill pop force contribution on Y

    hey! well this way I set to zero the velocity of the point, while I want to set to zero the contribution of that particular pop force. I just found out inside the pop force there's a geometry vop to set the force, where basically you can do whatever you want with the force resulting from that pop node I'm too used to maya where you don't have access to nodes, they are just black boxes you have to use the way they are designed and that's it. so good in houdini you can basically modify everything just by diving inside and having a look!
  11. kill pop force contribution on Y

    hey! is there a way of limiting or killing the contribution of pop force in an axis?
  12. Hey! I'm in a situation where I have cached a huge amount of points on disk and I want to render those points. What I do in the scene is reading the bgeo.sc caches, merge them all together, trail the points to calculate velocity, apply a pscale, assign a shader and render. If I run it on the farm with IFDs it takes a lot of time to generate the IFDs for render, and I'm trying to reduce the time of this task. I noticed that the IFD itself is tiny, the big part is that under the IFD folder there's a storage folder where basically I have a huge bgeo.sc file per frame which I suppose is the geometry I'm about to render. I wonder if all of this is not redundant since all those operation can be done at rendertime I suppose...I tried to set the file sop in "packed disk primitive" but it seems I cannot apply pscale after that, all the points render at pscale 1...
  13. cache out points seqeunces with top network

    awww ok got it, too bad you can't use $JOB. I mean for me it makes sense to design a setup for a single iteration, and take advantage of $JOB for caching. then incorporate the setup in TOPs without changing too much from the original setup. shouldn't be too dificult to transfer variables to TOPs processes in my opinion...now I can use $PDG_DIR or hardcode the caching folders...
  14. cache out points seqeunces with top network

    Hey Ben I managed to make it work using external sop, the only thing I-m havnig is that once simulated it looses the $JOB or $HIP...it-s caching out but in my documents folder rather than the project. also because is reading a previously cached velocity field since it has no $JOB is not erading it...I wonder if I have to do something to propagate variables to TOPs
  15. Hey! I'm trying to setup a top network which is pretty simple. I have a dop network where I simulate points, and I have a top network to wedge the seed of the pop source. Now I would like to cache out those wedges, and ideally gather them all together to render. I found examples on how to render the points straight away, but nothing that tells me how to cache them. I tried the rop geometry output in top with no luck. anyone that can help me with that? thanks!