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anicg last won the day on March 11 2020

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About anicg

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    mani acg
  1. I read in SideFX docs: https://www.sidefx.com/docs/houdini/io/ocio.html "Renders from Mantra are in linear space." So no ACES in the rendered EXRs?
  2. I get visible seams between the trunk and the branches, and between the branches and sub-branches. There is a Enable UV blending option which gives some black and red colours that apeear to be useful for blending but I don't know how to use them. Any idea?
  3. I'm in stage (Solaris) context. I have added a test geometry rubbertoy, a domelight, and that's it. Now I want to export as USD, I use a USD rop, I save the file. and open t in Pixar's usdview. The rubbertoy is there, but the material doesn't show up although it's listed in the treeview. I've tested with the tree usd scenes from Pixar (Kitchen set, city, usdskel) and it looks fine, all the materials are there. What am I doing wrong for the rubbertoy material? (the order of attached images is inversed)
  4. Is there a way of importing an attribute from the geo world to the heightfield world? I want to use the mask generated by the new node in 18.5 "Distance from geometry" as a mask in the heighfield. I've tried Bind import in Heightfield VOP but didn't know how to connect it? I can bring attributes from heightfield to geo but not the other way around. Any idea?
  5. I have a point cloud, only one is the lucky winner, chosen randomly to get a geometry copied to it. I've seen rand(@ptnum), not sure how and where to use it.
  6. I see some nice greyscale renders that use an occlusion shader, is there one for both mantra and renderman?
  7. Thank you, I know I have to multiply, but how and where?
  8. A beginner question, I just can't find how to use the AO texture map with the Principled shader, there are plenty of "use texture" for everything, but not for AO. How do I use AO?
  9. I need to scale down a geometry, but it has to be towards the center of the geometry.
  10. I'm a bit lost here, I meant for each existing shop_materialpath, I do not need to create any shop_materialpath, I need to create groups and materials. I have a 3D model pack that has some 30 shop_materialpaths, I just need each one of them to become a group and have a material in the mat context with the same name. the shop_materialpath is a starting point, it's an input that we already have.
  11. For each existing shop_materialpath (there are a lot of them): - create a group, with the same name as the shop_materialpath - create and assign a material with the same name as the shop_materialpath
  12. beginner question: vellum ropes

    I'm trying to simulate this vellum rope for the first time, everything falls including the tube that's supposed to suspend the rope. I'm new to vellum, and I'm sure this is a very simple thing, I've searched but didn't find something similar. How do I tell vellum that the tube shouldn't fall as well?
  13. I got a little problem here. I've used transform with -$CEX -$CEY -$CEZ. Then I created a reference copy, and checked invert transformation, but it's not working. It's throwing an error Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tx)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/ty)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tz)). Is there a way to invert a transform to centroid? telling in for each connected primitive: go to the centroid, come back again to where you were.
  14. How do I get rid of these islands of geometries inside these bigger shapes? I can do it manually but I have a lot more than 2. I want to keep only the bigger shapes.
  15. I have a lot of geometry but only want to use part of it. I have selected what I want, delete non selected, but I'm left with all the groups from all other geometry. Can I keep only the groups that are in the current geometry?