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trandzik last won the day on January 5 2017

trandzik had the most liked content!

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About trandzik

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  1. Hello, please would it be possible to get some more information about this? Thanks.
  2. Hello, please is it possible to read intrinsic attribute values in Render State VOP inside mat network? I would like to get intrinsic:transform[0] for each packed disk prim being rendered, but cant seem to figure out syntax... When reading classic attributes from packed disk prims, I am using packed:attributename syntax. Is there a way to do this for intrinsic attributes? Thanks. Best wishes Peter
  3. Controlling shader properties

    Hi Gui, I am sorry for late reply. Great, thank you very much for hint, I am going to watch Jeff's stylesheet webinar. Best wishes Peter
  4. Great, I am happy it works, you are welcome.
  5. Hi Tralen, I have done just that - for me nothing else was needed to run Houdini as normal (without LD_PRELOAD)... Are you sure you copied libfontconfig.so.1 to dsolib - not libfontconfig.so.1.10.1?
  6. Controlling shader properties

    Hello, I am trying to set value of shop_disable_displace_shader parameter using Properties VOP inside material. Setting its value manually works without problem, but when I plug some value in this parameter, it won't update anymore. I have created simple setup, where disable_disp attribute from geometry is used as value for shop_disable_displace_shader. Unfortunately, changing disable_disp won't change the state of shop_disable_displace_shader. Same value is set as color, so I am sure Bind VOP inside material is working. Please, does anyone know what is wrong with this setup or how can I make it work? Thanks. Peter properties.hiplc
  7. Hello, maybe this is even better solution to libfontconfig incompatibility... Just copy libfontconfig.so.1 binary from fontconfig-2.12.6+5+g665584a-1 to /opt/hfs16.5/dsolib/. Then there is no need for LD_PRELOAD.
  8. Thank you very much for this temporary fix. Anyway I hope it will be soon resolved in upcoming builds.
  9. Hello, I have encountered strange difference in render outputs from different computers and I have hard time figuring out what might cause this to happen. I have created scene on my laptop and then tried to render it on workstation. Both computers have the same Houdini version installed (16.0.736) but they produce different results when rendering. I am attaching both renders - first one rendered on laptop and second on workstation. On second picture, there is strange noise and highlight around area in the middle (exactly where the point light is located inside cloud). I was rendering the same scene and I expected the result to be the same as on my laptop. The main difference is that my laptop is running on Linux while workstation is running on Windows. Also there are different CPUs in these two computers (laptop - xeon; workstation - i7), but I guess that should not make any difference. Please, does anyone know what might cause this difference in renders? Thank you very much. Best regards Trandzik cloud_test_01.mantra1.0001.exr cloud_test_01.mantra2.0001.exr cloud_test_01.hiplc
  10. Dear fellow magicians, I am trying to setup render machine for mantra distributed rendering (using mantra -H command) and I am struggling to make environment variables working. Lets say I have two machines - one being master and one being slave. Master have env var $ROOT=/home/trandzik/proj/dreams Slave have env variable $ROOT=/mnt/TRANDZIK01/dreams Distributed rendering work with no problem when geometry is included in IFD file and no file paths are used in scene. Once I want to include path to some file (lets say texture located in $ROOT/img.jpg), slave won't find this file because master save IFD with hardened path (using its own $ROOT var). Slave is therefore trying to find image at location /home/trandzik/proj/dreams/img.jpg instead of /mnt/TRANDZIK01/dreams/img.jpg and of course fails rendering it. Please, does anyone know how to generate IFD with non-hardened environment variables? Using distributed rendering is great option for fast lookdev and I believe it would be great to setup its pipeline correctly with environment variables. Thank you very much Peter
  11. Juraj's playground

    Hello Juraj, I stumbled across your incremental save function and I just want to let you know it could be done also with following command: hou.hipFile.saveAndIncrementFileName() Anyway your work is very cool and inspiring. Cheers Peter
  12. Opus Pattern Grid

    You are welcome! I am really happy to see it helped someone By the way that gif is just great Peter
  13. Brick/Stone Wall - Broken Horizontals

    Thanks stickman. Yes you are right, I guess you need to change range also on attribute wrangle node that is inside hda.
  14. Brick/Stone Wall - Broken Horizontals

    Thank you very much, I am glad you like it.
  15. Brick/Stone Wall - Broken Horizontals

    Hello everybody, I want to share with you small tool I created recently using VEX. I wanted to create wall made of non-uniform stones (with different widths and also heights). Solutions I found here are really great but I thought I might push it a bit further. I figured out algorithm that can produce such pattern. It can be customized to fit desired look. Besides it runs pretty fast compared to voronoi approach Attached test renders were done using Techie's amazing rock generator that can be found here: http://www.orbolt.com/asset/Techie::rock_generator::1.0 Have a nice day Peter pt_stone_pattern.hdalc