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Everything posted by anicg

  1. I see some nice greyscale renders that use an occlusion shader, is there one for both mantra and renderman?
  2. Does anyone use mantra as the sole renderer for production? Let me rephrase: If I choose to use Mantra for production, am I missing something? am I limited? In which situation do you think I shouldn't be using Mantra? Obviously I didn't mention another renderer to avoid the A vs B. There is just A, Mantra.
  3. 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?
  4. Thank you, I know I have to multiply, but how and where?
  5. I need to scale down a geometry, but it has to be towards the center of the geometry.
  6. 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
  7. Where can I find this feature in H18? cluster pieces in Voronoi fracture.
  8. 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.
  9. 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?
  10. 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.
  11. 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.
  12. For each connected piece, get the bounding box, find the axis with the maximum scale and remember just the number. Say e.g. a box is 18 by 3 by 2, a grid is 4 by 7, a sphere is 15 by 15 by 15 then we need 18, 15, and 7. Then find the max of these maxs (18 vs 7 vs 15) and assign it to an attribute, such that we end up f@maxattrib = 18.
  13. 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?
  14. Thank you, I'm almost there, I get an attribute d which has 7,9 and 21, I only need the 21, the highest number, one value, what do I need to add to get that?
  15. I have an vdb (sdf) to which I apply some noise in a volume vop. The noise is applied everywhere. I need it to be limited to some areas, so I need to create a mask. The mask can be driven by a noise. Is it possible to create a mask for a vdb? P.S. the vdb was a polygon geometry, would it be an option (and how) to use a mask from polygon into vdb? whichever way exists and works
  16. How do you go about ground, not large scale terrains. Imagine you are in front of a beautiful landscape, and you look down at your feet, the ground you are standing on, how would you do that in Houdini? do I have to go to Substance designer?
  17. I need to primitive to remember it belongs to a first set of primitives, and to remember it belongs to a second set of primitives. If I call name1, the set with name one shows up. If I call name2 the set with name2 shows up. Each primitive should have two names.
  18. The two lines intersecting are not from the same geometry, I've merged them and fused them, some intersections look ok but a lot of the others are messed up like these two examples. Do you know what could be causing this?
  19. smoke has a hairy look

    I have a very simple shader and here are also the mantra settings:
  20. smoke has a hairy look

    Any idea what could be behind the hairy look of the smoke? When the smoke has just been emitted it looks detailed but overtime it turns into .. a hairy look. I've placed a light behind it so I can see the edges clearly. It has several gasdisturb nodes, no dissipation and no evaporation (both set to 0). Actually even in the beginning (image 2) there is that hairy look around the edges, so I do not even know if it has to do with age.
  21. smoke has a hairy look

    I've keyframed it yesterday several times, the problem is that the newly emitted smoke needs different settings than the older one that's been around for a while, and this is even in later frames because there is still new smoke being emitted, any change to satisfy the old one upsets the new, any that satisfies the new upsets the old.
  22. smoke has a hairy look

    Done simulation 18 times, the problem is still there: the smoke is hairy. I've used the control field with speed, tweaked gasdisturb settings, at different block sizes, different strength, tweaked temperature diffusion, the smoke is still hairy. I've watched countless courses / tutorials, I've even replicated their exact settings, the smoke is still hairy. If I bring down the strength of the gasdisturb the smoke is too smooth in the first 100 frames. There is something else, I hope someone knows what's going on. After 18 times, this is what the smoke looks like:
  23. A sphere and a box, and rbd packed object and a collider, but the collider sphere goes very very fast, it goes in one direction then back again. The problem is that the box (rbd packed object) realises there is a collider only when the sphere is on its way back. Result: the box goes in the opposite direction than where it should go. Any idea what puts that box to sleep when the sphere is crossing fast? Here is a flipbook slow_reaction.mp4
  24. the collision padding is the cure, thank you. I had to bring it down from the default 0,02 to 0,00001
  25. The small fractured wood pieces are annoyingly agitated, they keep active all the time making the whole thing look unrealistic. How do you calm these things down? here is a flipbook of their dance: dancing_pieces.mp4