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About Goliath20

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    Hank Scorpio
  1. Can someone please explain how to connect geometry colour to a surface shader in renderman 23? I've been using Houdini for 3 years and I still can't figure this out. The integration of Renderman into Houdini is appaling and the documentation is useless. I've promoted the color on the geometry to a vertex attribute and renamed it to Cs from Cd. How do i get this in the shader? Thanks
  2. Build: 17.5.360 I have a small hqueue farm working fine for renders and distributed sims. I'm currently trying to achieve a flip tank sim (flat tank) w/colliders effect. Sims solve perfectly locally, but when distributed on hqueue across 4 machines with viscosity checked on, they solve strangely. The main issue is that turning on viscosity causes my flip tank particles to explode like there's something wrong with pressure solve. I've checked on and off a bunch of things in the flip solver, flip object, sops set up, etc and it's definitely the viscosity - everything works fine when viscosity is turned off. I attached a super simple stripped down version of my scene with none of the settings changed. Another occasional issue (depending on which options I had checked when I was troubleshooting) is that one of the slices (0, the first) won't solve properly and will fall to the ground plane but the others attempt to solve properly. Note: right now I'm not losing one of my slices like in the picture, but the flip sim goes crazy like there's a strong turbulence force in there or something. Check viscosity off, all goes back to normal. Does anyone have experience with this problem? Any help is appreciated. Thanks to anyone who takes a shot at this distributedFlipProblem.hip
  3. Blood in water

    Super helpful base set up, thanks a lot, Juri
  4. Blood in water

    Sucks that nobody had an answer for this question. Did you end up coming up with anything good? I'm in the same boat as you were and could use some tips. Cheers
  5. Can anyone figure out why I can't polyfill these corner holes? The points are fused but double clicking one outer edge of the oval results in the entire outer edge of the oval being selected even though it SHOULD stop at 1 of the 4 fused points where the oval meets the rectangle. Can anyone explain to me what's causing the degenerate geo? Thanks manifold_geo.hip
  6. Hello, Does anyone know how to get a motion vector AOV for a VDB pyro sim in Arnold (Maya). I know the smarter solution would be to use Arnold for Houdini or to just use Mantra but I have no control over this pipeline. The VDB MUST be taken into Maya to be rendered with Arnold, and I MUST do motion blur in Nuke using motion vectors. I'm aware that in order to get motion vectors out of Maya I need to turn on motion blur in the render globals and make sure 'ignore motion blur' is ticked in the render overrides - I can render motion vectors for geometry and fur without any problems but I can't figure out how to get motion vectors for VDB's. Hopefully someone out there has had to deal with this before. Any help is appreciated, thanks.
  7. Creating Pyro sim VDB for use in Maya 2017

    Giving it a quick look, found some problems. -Set your filecache 'filemode' to write, not read. Also, when writing out a VDB, you have to change the extension at the end of your filename from .bgeo to .vdb -Plug 'dopimportfields' node into a 'convertVDB' node to convert it from a regular volume (which is what it is when it comes out of the sim) to a VDB. Make sure you select VDB from the dropdown box. In the group section, select all the fields you want converted to VDB. Also, in the 'dopimportfields' node, untick the fields you're not going to use (if you're taking this over to Maya, then you're probably not gonna need rest, rest2 or fuel; all this useless data is just going to take up disk space unnecessarily.) -The 'VDBvectormerge' node will turn your 3 velocity fields into 1. Just leave at default settings. You can ignore the warning it gives you. The 'primitive' node can compresses your VDB into a 16 bit format which is all you need. These two nodes aren't necessary, you can skips these two if you want, but they'll help you if you're working on a heavy sim. You have an OUT null at the end of this, I didn't look at your whole file but I assume you want to use your campfire sim to do something else afterwards. If so, you're probably going to want to put the OUT node after your dopimportfields and use the Houdini volume data, not VDB data- i'm just guessing here, maybe you don't, maybe you do want to use the VDB data, don't let me tell you how to live your life.