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About terencemace

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    Terence Ziegler
  1. The one that comes default in the standard material pack is a good start: https://renderman.pixar.com/material-pack-01
  2. Displace surface by noise?

    Thanks guys. I'll have a look at these.
  3. Displace surface by noise?

    The Volume VOP.
  4. Displace surface by noise?

    Hello all, I know how to displace a surface, using the volume vop. VDB workflow. The displacement is generated by noise within the volume VOP. What I am trying to figure out now is how to have the displacement only on certain parts of the surface, only on certain parts of a sphere, for example. I can create noise on a surface, but how would I have that noise drive the displacement? So white is full displacement, black is none, for example? Thanks! T
  5. VDB sphere through sphere workflow

    Hello Houdini friends, I’m trying to achieve the attached reference pic in Houdini. Basically it’s one shape bulging through a hemisphere wall, but also having the membrane snap off to form a new hemisphere once it animates into through the wall of the big hemisphere. I’m thinking that it would be a VDB workflow? One sphere moving through another? Thanks for any insight. T
  6. MOPs Instances NON intersecting?

    Actually, that didn't work either. Still looking for solution.
  7. MOPs Instances NON intersecting?

    In case anyone else is looking, I think MOPS Relax is what you need. "MOPs Relax applies a "relaxation" algorithm on incoming instances to spread them apart and prevent overlaps. You can optionally provide a surface for the instances to stick to so that they don't end up flying off into space. Relaxation is fairly quick in 2D space (relaxing along a surface or a 2D plane), but even though there's an option to relax in 3D space, be warned that it can be incredibly slow."
  8. Hello all, Has anyone found a way to use the MOPs instancer, but have the instances not intersect? For example, a grid full of spheres, but they don't intersect. Thanks! T
  9. Bubble moving through another bubble

    Hello all, I have an interesting challenge of an effect I’d like to do. I want one object to move through the wall of a large sphere, and have the wall of this larger sphere bulge in as the object deforms in. And then once it pops through the wall, have it stay inside of the newly formed sphere created from the deformed bulge breaking free inside. Does this make sense? I assume some sort of vellum workflow? Thanks for any ideas. T
  10. Henry, good point. But it works. So far so good. I'll try to fix it when I have time. T
  11. Henry, thanks for your help. It worked. Anyone else need to do this, it worked this way: MOPS="C:/Users/Terence/Documents/Houdini_MOPS/MOPS-0.1.36" AELIB="C:/Users/Terence/Documents/houdini17.5/Aelib-master" QLIB="C:/Users/Terence/Documents/houdini17.0/qLib-dev" MEGA="F:/MEGASCANS/support/plugins/houdini/3.0/MSLiveLink" PATH = "C:/ProgramData/Redshift/bin;$PATH" QLIB=C:/Users/Terence/Documents/houdini17.0/qLib-dev/otls HOUDINI_OTLSCAN_PATH=@/otls;$QLIB/base;$QLIB/future;$QLIB/experimental HOUDINI_PATH=$HOUDINI_PATH;$MOPS;$AELIB;$QLIB;$MEGA;C:/ProgramData/Redshift/Plugins/Houdini/17.5.229;&
  12. Thank you Henry. Terence
  13. Hello all, any advice on getting Houdini to see all of my libraries? My current setup only loads qLib, but not MOPs or aeLib. What am I doing wrong? Thanks in advance. HOUDINI_OTLSCAN_PATH = "C:/Users/Terence/Documents/Houdini_MOPS/MOPS-0.1.36/otls;&" HOUDINI_TOOLBAR_PATH = "C:/Users/Terence/Documents/Houdini_MOPS/MOPS-0.1.36/toolbar;&" HOUDINI_SCRIPT_PATH = $MOPS/scripts;@/scripts HOUDINI_PATH = "$HOUDINI_PATH;F:/MEGASCANS/support/plugins/houdini/3.0/MSLiveLink;&" HOUDINI_PATH = "C:/Users/Terence/Documents/houdini17.5/Aelib-master;&" AELIB=C:/Users/Terence/Documents/houdini17.5/Aelib-master HOUDINI_OTLSCAN_PATH = $AELIB/otls;& HOUDINI_GALLERY_PATH = $AELIB/gallery;& HOUDINI_TOOLBAR_PATH = $AELIB/toolbar;& HOUDINI_SCRIPT_PATH = $AELIB/scripts;& HOUDINI_VEX_PATH = $AELIB/vex/include;& QLIB=C:/Users/Terence/Documents/houdini17.0/qLib-dev/otls HOUDINI_OTLSCAN_PATH=@/otls;$QLIB/base;$QLIB/future;$QLIB/experimental PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/17.5.173;&"
  14. Particle size based on color from texture

    Fixed! That's what I was missing. Thank you so much Evan. I knew that Attribute Transfer was going to come in. Well done. Terence *What a great community of people we have here.
  15. Particle size based on color from texture

    Hello all. I've managed to get much further, and am able to vary to point size of my particles. Thanks Evan for your help! BUT, I still cannot get the texture to properly line up with the fluid. Instead of seeing the Mandril in this example, the UVs are wrong. And I have tried every combination of UV nodes, to no avail. Frame 01 of the simulation should be the image of the Mandril, and the fluid particles emit from that and swirl around. Any ideas? Attached screenshot and project file. Thanks! T FluidParticlesTEST.hiplc