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Nicholas Ralabate

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Nicholas Ralabate last won the day on October 18 2019

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About Nicholas Ralabate

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    Nicholas Ralabate
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    Los Angeles
  1. How to export USD Points to Maya 2022?

    I thought I would be able to just usd export my particles and import in Maya 2022 (using the new built-in USD plugin) but I'm not seeing any actual geometry. I tried the ancient incantation of an Add SOP with "Add Particle System" ticked but no luck. Regular poly geo comes across fine, it's only particles I am struggling with. Any tips?
  2. Maybe give Volume Velocity from Curves SOP a shot! That will rasterize the curves into a volume for you, then you can just sample that volume with a POP Advect by Volumes DOP in your particle system. This is most often done with velocity vectors, which heads up is sometimes confusingly called v in SOPs land and vel in DOPs land. If you want to instead continue with your current approach, Volume Rasterize Attributes SOP is how you rasterize point/line geometry -- either velocity, or actually, any attribute -- into a volume: https://www.sidefx.com/docs/houdini/nodes/sop/volumevelocityfromcurves.html https://www.sidefx.com/docs/houdini/nodes/dop/popadvectbyvolumes.html https://www.sidefx.com/docs/houdini/nodes/sop/volumerasterizeattributes.html
  3. Crystals

    Wow! What exactly is nested in what, hard for me to read the inner structure!
  4. npoints in For Loop

    It is the RBD proxy tutorial by Jeff Wolverton... I highly recommend his courses, he is great! I have not tried on H15, I am just trying to understand why that simple expression doesn't work in modern-day For Loops... I assume it is because I'm trying to access piece-specific information on a node that isn't directly wired into the For Loop end block?
  5. Fake Caustics VOP

    I think you just pipe it into opacity... crack open the Principled Shader Core to see how SESI sets it up... ncr_fake_caustics.hiplc
  6. npoints in For Loop

    Free Pluralsight weekend, going through an old tutorial in H14 and kind of curious why this doesn't work... in the tutorial they were using old For Loop SOP but it seems like this setup should still work. This setup is meant to delete all pieces that have a primitive in the "outside" group. I know there are a bunch of correct and modern ways to do this, I am just specifically curious about why this way doesn't work. Some pieces are deleted, but not all the correct ones.
  7. Modified principled shader won't export to ifd

    A simple example seems to work for me locally. You can generate a IFD locally then just call the command-line Mantra on that IFD to test... that should help narrow down where things are going wrong. Another debugging tip is to open the IFD in a text editor and double-check you see your modified shader source in there (could be hard to find, but you should be able to just search for the bind export variable name). ncr_local_ifd_test.hiplc
  8. Hi, I'm playing with some of the callbacks mentioned in this article, specifically overriding shaders if an object has a particular category (string) tag: https://www.sidefx.com/docs/houdini/render/python.html I'm able to query and set the standard properties that are shown when you feed ray_show into Mantra but I'm curious how to add my own properties. Is this something that is possible through the UI or do you have to add support for it yourself in the SOHO Python script? I also see that there are some undocumented tags on these properties, can anybody explain what they do? I think I understand mantra_name and mantra_class but I have no idea what the point of spare_category is. Thanks!
  9. use intrinsic info in shaders

    I'm kind of wondering the same thing... was trying to write a shader that worked on both Poly and Volume geometry but checking "intrinsic:typename" doesn't seem to work in the material builder context. Edit: looks like I can use Primitive Intrisic VOP, but that requires a filename... whereas I'm trying to write a shader that can work on all geo.
  10. Mute animated channels?

    If you are still wondering, it is the checkbox next to the channel name in the dope sheet.
  11. I am having a similar issue, (using Gas Turbulence DOP) but even when I dive in and disable multiplication by timestep it does not work when the amplitude is set to if($SF==1, 10, 0). Are there any other workarounds?
  12. Anybody using RTX 2080Ti with CentOS?

    I have at GTX 1050 currently... I'm thinking it is old BIOS/Chipset problem gonna update all that and try again!
  13. Hi! I'm working on a project with pretty limited rendering resources and am trying to avoid an expensive environment light on my hero volume. I have dialed back Mantra's step size, shadow step size and opacity step size but I need more. I have also tried reduced the environment light's sampling quality but it seems to need to stay at 2 for my 16spp render. I am using volume shader core, and of course volume indirect is off. I am super-curious to hear any tricks to get a similar look to an environment light without an environment light. When I think about it, for a volume it is really the AO-style overcast day lighting that I really like. I think (but need to test) that multiple area lights on my volume would be just expensive as the environment light... but I am wondering if there are any old-school tricks to replicate the AO look with only point, spot and directional lights. Similarly, if there is any way to hack up an AO volume shader in VOPs rather than computing true lighting. I feel like there must be some old-fashioned ways of lighting volumes that can get me 80% of my look at 10% of my render time... but if not, I will at least learn more about Mantra!
  14. Anybody using RTX 2080Ti with CentOS?

    I'm trying to get a RTX 2080Ti up and running on Centos7, but after installation X doesn't start and when I switch to console to log in I see a "garbled" screen. I am running latest 450.80.02 driver, and I also tried updating from CentOS 7.7 to 7.8 but it still doesn't work. In my dmesg I see a few lines about "RmInitAdapter Failed" which I'm pretty sure means bad driver. I think my next approach will be slowly roll back driver versions, but I wanted to check here since RTX + CentOS seems like a pretty standard combination.
  15. Wrangle-based Sourcing in Sparse Smoke Solver?

    Hi, I am trying to use Gas Field Wrangle DOP to do my sourcing in a sparse smoke setup. I am testing with the most basic setup possible, but this doesn't work: f@density += volumesample(0, 0, v@P); This wrangle works in dense smoke setup, so I assume I am missing a line or two that takes into account the new active or stencil fields. Does anybody have an example of this working?