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anicg

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Everything posted by anicg

  1. Houdini 19 Wishlist

    Option to overlay the network editor over the viewport, just came across this in facebook:
  2. Ground, ground, ground, ... and ground again

    If you can shade a bit of light on these techniques I'll be grateful. - using procedural shaders: do you mean like create a shader without any image whatsoever? I was hoping to make use of the realism of images (Texturehaven, megascans...). - blending various textures: I've tried blending various textures but the problem is the new blended texture becomes repetitive, it's the 0 to 1 UV space that get repeated. If I use uvtransform and scale it up, by default I'm repeating the 0 to 1 uv space, and my texture is assigned to that 0 to 1 uv space, so whatever I blend (unless I'm doing it wrong) will be repeated. Is there a way to make the blended texture appear on the second repetition and not on the first for example? - texture bombing: what is this? is it legal?
  3. Thanks, but I can't use cop texture in mat context. I write op:/img/comp1/OUT_MASK it doesn't pick it up, but cop to mat for a color image works. I have to export out of cops to disk, then import to mat, which is not how it's supposed ot be. Are you able to get a mask directly from cops to mat?
  4. This is a different question than the earlier. Ok, let's assume there is no way to paint a mask , and I have to live with the noises, to use them in the layer composite. I can do that, but I do not want the composite to be in the edges, I have a blue rectangle and that's where the composite needs to happen, outside the rectangle it should be red (no compromise, it must be red), and inside the rectangle I get the composite driven by noise or whatever as long as I don't have a hard cut on the edges of the rectangle (blurred transition). But layer composite should not be anywhere near the edges. Possible?
  5. I've started learning, trying to remember its name, yes MentalRay, with Maya, Before I'm done there was Arnold, stoped MentalRay, started a bit in Arnold with Maya (started on Renderman as well)), then I moved to Houdini and found Mantra, started on Mantra, then I see people using Redshift, they say it's way faster. Now I can confidently say I do not know how to use one single rendered properly, I've been jumping from one to another, like following fashion. Before I jump to Redshift, not knowing enough about Mantra or any other renderer (Oh by the way, Mantra will go away, there is Karma coming), I'd like to know if it makes any sense at all for a laptop user with only one video card: Nvidia (GeForce GTX 675MX, 4GB)?
  6. The color texture doesn't have alpha, there is a separate opacity map (black and white). In the principled shader I can see the "use texture alpha", but that assumes that my texture has an alpha which is not the case. While waiting for Side FX to add a convenient "use opacity texture", how would you plug this texture in the complicated network of things in the kitchen of the principled shader. There is a video showing something like that, but it dates back to the shops days, I couldn't follow, the network has changed.
  7. Ground, ground, ground, ... and ground again

    Great, thanks a lot, this has really helped. Just a question: from this angle we don't see much of the repetition, as the camera moves up, the repetition is blatantly obvious, how do you deal with repetition (even seamless) in the texture map?
  8. I need adaptive polyreduce: more polygons where there is more detail, and less polygons where it's rather flat. A bit like what the remesh does when you select adaptive. Can I get the polyreduce to do that? because now it's all uniform
  9. Ground, ground, ground, ... and ground again

    Apologies. my last question was a bit vague indeed. Let me refine it: That image I attached in the beginning, a guy looking at a landscape. So there is the grid and the heightfield. I'll attach it again. How do I merge them nicely.
  10. Ground, ground, ground, ... and ground again

    How does it fit in the scene? If I understand correctly I would use a grid, and apply Megascans using the bridge (don't know how yet, but I guess that's how it's done). Now I have a grid, with lovely ground, but it's a grid, displaced, it's still a grid. HOw does that fit with the terrain, heightfield, the scene? How does the grid merge with the rest of the environment?
  11. is it just adding the extension .sim instead of .bgeo.sc inthe file name? And most importantly does it know where it stopped or do I need to know where it stopped. Why am I asking this question? I've used E-on Vue, and there is a resume render button, you don't care where it has stopped because it knows where it has stopped, you just click one button. So for Houdini, do I need to go to the folder where the sim saved, check the last file number (frame number) and make note of the next one, type it in the file cache starting frame and then press "save to disk in background". In short: Does houdini know where it stopped or does it need me to type it?
  12. Possible? I tried "save to disk in background", but if I pause and turn off the computer I cannot resume. Is there a way to resume without the need to check how many frames are done, then restart "save to disk in background" for the remaining frames?
  13. I used the measure node by how can I find out the very precise measures in meters of the primitive (.. meters by .. meters), say for primitive 13 and 11.
  14. Thanks. One final step: how to make the size of a box match the measured x,y,z of a bound, not copy pasting values, but linked? And position. So the idea is to create a box that perfectly matches the size and position of a bound node.
  15. Nuclear Explosion

    Are there (I've searched and couldn't find) any tutorials, guides on how to make a proper nuclear explosion?
  16. Is this a bug in H18? 3 times now, different simulations, twice with File cache and once with ROP geometry Output. The sequence is 240 frames, it stops at 47, then 65 then 197. And it says 100% complete in the scheduler. Ever come across something like this?
  17. I need to rename (add suffix) to all geo nodes at obj level, any idea how to do batch renaming?
  18. Is it possible to import multiple files in COPs in one go? I tried drag and drop but it does something completely weird, it deletes the whole network of nodes, and imports nothing. All I need is multiple file nodes each is reading from a different image. Possible?
  19. Next to each other, a comparison between a detailed terrain in the viewport and terrain in the render that lacks so much detail it's almost another terrain. In the screenprint I show the geometry tab in the render section of the terrain. The terrain has been converted to polygons. Why do I loose detail I already have in the viewport?
  20. Flip sim goes crazy when I add collision

    Thanks, I've just tried it (also linked to the collision source voxel size) but it is still shooting up in the air, quite high
  21. I (beginner in FLIP Fluid) have a FLIP simulation that gets crazy when I add a collision (static object) I use the test geometry shaderball, used 2 spheres with mountain sop, boolean with front and back of the shaderball. The two deformed spheres are the source. The rest (boolean difference) of the shaderball is the collision. Flipbook Without collision https://streamable.com/qkh2p Flipbook With collision https://streamable.com/922a6 Ii feel it has something to do with possible intersection between particles and collision geo, so I reduced the size of the sphere to leave a gap with the collision geo but the flip sim is still going crazy. Any idea? Issue with FLIP simulation.hiplc
  22. Flip sim goes crazy when I add collision

    I did not add any drag (unless it is there by default and I did not find it/turn it of). The set up is very very simple. It is a failed attempt to mimic the free "Applied Houdini - Liquids 1", his fluid sim looks normal, mine is shooting all over the place.
  23. Flip sim goes crazy when I add collision

    Thank you. I've fixed that part you showed. But for the "going crazy" part of the flip simulation, that can't be due to the fact that it's moving very fast, because it's moving very fast in both cases (with and without collision). Without collision, the fluid looks very smooth, yes there is a lot of movement but it looks calm. However with collision, the fluid is shooting up in the air, there are particles shooting all over the place, the same set up just added the collision. Here is a second version of the flip books and a hip file attached (after correcting what you've highlighted): Without collision v2: https://streamable.com/m2mpq With collision v2: https://streamable.com/v4cs5 I have the same problem in another simulation (rbd) as well. Is there something wrong in the collision? I'm dong this for the first time, I must be doing something wrong. Issue with FLIP simulation v2.hiplc
  24. I know what Clarisse does, but I'm trying to understand Solaris. Is it SideFx "Clarisse"?
  25. Hi, I need to learn how to make this stuff: from the Houdini 18 presentation (min 11:58), this guy just draw a line and gets a tree. Anyone happy to teach how to make it? I'm not interested in getting a tool that does it, I need to learn how to create it. Thanks.
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