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About realer

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  1. bullet implementation

    wow! awesome work and actually the first thing i see coming of bullet that looks stable and seems to come to a rest very nicely! great work and sick simtimes
  2. hi .. well i`m not sure but i had this before and if i remember correctly the vm_sfilter (sample filtering) set to opacity filtering fixed it.. so go to your mantra rop . edit rendering parameters, add vm_sfilter -> set it to opacity filtering hope this helps
  3. as far as i know velocity is the change of position from frame to frame .. so probably the thing you are really looking for is acceleration if lenght(velocity) > 0 ?
  4. predators movie sneak peek. what do you think

    looks promising, at least a bit .. but still i dont get why a predator would like a crossing between a reindeer and a warthog to be his puppy
  5. procedural stones/rocks

    easy, just drop a polygon sphere , set division to 10.. add a vopsop .. in the vopsop drop a displace along normal and a worley noise.. dist1 from worley -> amount of displace along norm.. connect all the rest correctly (p-> pos and such) and your done for a nice base stone shape hope it helps gunnar
  6. building shatterin (voronoi)

    rbd glue is like the name suggests like a glue.. so depending on its values and right use the parts of a glued object stick together until a force is big enough to break it.. so playing with the glue values will make your breaking object break into all its prebroken parts at first hit or after a few hit or gradually or not break at all.. its a very usefull too to control rbd sims
  7. building shatterin (voronoi)

    perhaps next time be a bit more precise in what you want.. how it works you can easily see when exploring the hip file you have.. there is no magic inside just networks, if you cant read it i suggest you start with a simpler examples of how houdini work.. lots of them can be found in the help. regarding voronoi fracturing. its basicly(very simplified) taking the points and creating a cutting plane in the middle of each two points resulting in cells..
  8. PBR - extra image planes

    Hi Martin, as far as i know pbr does not support aov-rendering.. (this may be outdated) and furthermore spec and reflection are the same in pbr so its hard to divide them into separate panes. best gunnar
  9. yes the timeblend node.. its needed if you cache stuff and still want deformation blur with multiple samples.
  10. caching particles to disk should not cause a problem if you want to keep the oversampling.. just write all subsamples out too.. so instead of $F use something like $FF in the file expression and set the steeps to 1/(the number of oversampling steps) -- now for the tricky part: to get this working with deformation motion blur the timeblend has to be modified so it handles the substeps instead of the full frames.. basicly you need to change the expressions inside so they dont read full frames but the closest subframes ($F+X/oversampling) but again this will just give you the motion blur for the particles movement, it wont give you motion blur for example the wings movement on the delayed loaded bee. hope this helps.
  11. Expressions in VOPS

    in vops i sadly see no other way then via a loop.. but its rather straightforward.. inside the loop connect a print and a addgroup to the loops _i value and the print to the groups name input.. this creates a group per loop for whatever you loop through the loop hope it helps
  12. i did this in fusion once and have to say its far from superior to actual texture on geometry rendering. the precision is much lower even with 16-32 bit depth so in my opinion its more a feature-list feature then actually useable..
  13. reduced texture quality is usually caused by the shading rate.. try to increase the shading quality of your object (render-tab->dicing-tab) and you should end up with sharper textures
  14. sounds handy, but to my dissapointment i never heard of this merge co-shader.. any hint where to find it? which houdini version are you using? and most of all, did it work? cheers gunnar
  15. Subdivisions, Smoothness ...etc in Houdini

    this is easy, just set "polygons as subdivision" in the objects render tab(geometry submenu) and houdini renderes infinitely smooth sds .. to have sharp edges you need to use the crease sop or bevel alot