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About asxp3

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  1. Hi guys, Here is a render problem of my ocean scene need to help, The background Ocean that I blend in looks flickering every frame. Is this because of the displacement of the ocean fluid interior that under the ocean surface ? or anything else ? Is anyone know why this happen, how can I solve it ? Thanks guys for the help
  2. Pop sprite Problem

    Hi Guys I got a problem with pop sprite, I set a sprite rotation on my particle sim, I use rand(id) to make every particle rot differently but when the particle hit on the ground, the spriterot attribute keep going, so that it keep rotating on the ground when I assign a sprite texture, so is there a way to make the particle stop rotate once the particle hit on the ground? thanks a lot for your help.
  3. The question is same as the title shows, I tried serval ways in vex, but all fail, so I'm so curious that how to make that happen in vex? Anyone knows?
  4. "Look At" Vop

    I'm very curious that "look at "vop, I did read the Houdini help file and try to wire the node in vop, but it not actually work. So does anyone know how to use that node and the better to provide a hip file for learning? Thanks alot.
  5. Thanks Dominik, This gives me a much better understanding of the code, and I will look up the docs about the openVDB topic. Thanks so much for your help.
  6. Does anyone can give me some instructions to make a tire kick up the dust or sands effect in houdini? The effects looks like this: Thanks a lot : )
  7. Hum, could you please explain the meaning of the code : float vsamp = volumesample(1, 0, @P); vector vgrad = normalize(volumegradient(1, 0, @P)); if(vsamp < 0) { @P += vgrad * -vsamp; } I don't understand the algorithmic
  8. Thanks Dominik, This is very helpful, could you please give me a brief idea that how does this work? I really cannot understand the idea behind of this base on my current knowledge. Thanks a lot.
  9. I found two tutorials which talk about this topics, one is the LRV from Digital tutor, another is the attribute transfer from peter, but sadness, neither one work on current houdini. So anyone can give me an idea or example file for doing this ? Thanks so much.