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About sb526

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  1. Mantra crash rendering instances

    Not a direct solution but have you considered combining Houdini forces with Unreal Engine 4? https://forums.unrealengine.com/community/general-discussion/36657-1016064-trees You can recreate Heightfields very easily and there are way more optimisation options for instancing including LODs so that you can render lower-res trees based on distance Alternatively, you could build you custom LOD setup in Houdini where tree instances are replaced by lower resolution ones based on the distance from the camera or the camera view cone?
  2. Redshift color clamping / specles

    The scene is quite small (1x1 units), with normals and settings recommended by some RS SSS tutorials. I ended up resolving the issue by using RS SSS and RS Skin shaders, for some reason they seem to have deprecated support for SSS in the standard RS Material, or it's intended for some other uses? What helped me is Redshift documentation: https://docs.redshift3d.com/display/RSDOCS/Subsurface+Scattering?product=houdini
  3. Hi everyone, I am trying to set up a Sub-surface Scattering effect in Redshift but keep getting colour clamping with orange speckles appearing. I tried a bunch of stuff including changing refraction settings, sampling etc but can't seem to find the culprit. Any ideas?
  4. Hey fellow magicians, I am struggling to find a way to remove intersections on a bunch of scattered and randomly rotated primitives that are not spheres. I am trying to create a set up where a series of repeated elements are scattered in a volume and pushed away from each other just enough to remove intersections between them. So far I have tried to get this effect working through vellum colliders, popgrains, and rbd as well as trying to fake it through Spheres from VDB compenent. My main issue working with particle sources - it doesn't give me enough control over element distribution. This is why I am trying to find a way to generate the geo first and remove overlaps second. Nothing is working, I feel like this should be a pretty straightforward setup but I am not sure what would be the best approach to it? Any tips would be amazing! remove-intersections.hipnc
  5. Hi everyone, I've got an issue I am struggling to solve: I am using a surface as the particle source of a simple DOP net. I am able to generate particles on the surface of my geo and manipulate them through forces. That said, for the effect I'm looking to create I need an initial velocity burst which is aligned to the Normals of the source surface. Any tips on how this can be done? Thanks so much in advance!
  6. Hello fellow magicians, I have a Point Wrangle with 2 inputs: each input has 1k pts which are sorted to match. I am trying to create a primitive (line) pointing from a point from the set 0 to the corresponding point from the set 1. I have adapted some VEX (as in the image) I found on the forum but it doesn't behave as expected. Instead of connecting corresponding points, it connects all the points from one set to a single point in another. Finally, what would be the best method for creating a normal in the direction of the created primitive?
  7. Saving Vertex / Point Colours into UV Texture

    This worked perfectly thank you
  8. Saving Vertex / Point Colours into UV Texture

    Thanks Howitzer. That's a nice solution - I thought about something like this but did not know about the Vertex Split node. I still feel like there there should be a way to simply bake the colour attribute into UV map through a Mantra Bake Texture node (https://www.sidefx.com/docs/houdini/nodes/out/baketexture.html) or a COP node (https://vimeo.com/203939469). I am yet to understand the process though. So far my Bake Texture attempts return a white texture and I haven't worked with COPs before.
  9. Hi everyone! I am struggling with something which I think is really simple but just can't make it work. Which is, I need to bake the Cd attribute from the geometry into a UV map. I have a mesh that has a Cd attribute which seems to be successfully picked up in the UV space through a series of manipulations. That said, I cannot find a way to write this coloured UV texture into a file. Even if I try to troubleshoot with manually saving via "Texture UV to Image" I get the wireframe result on the right hand side. I suspect I might need to use COPs but I'm not familiar with how they work. Any suggestions?
  10. Differential curve growth

    Hey, love your set up! If you don't mind, any tips on where to introduce the noise? Inside the existing Point VOP, a new one, something like mountain/jitter node? Cheers!
  11. Volumetric Light Fog with Redshift

    This is a great tutorial but is there a way to apply volumetric fog properties to an RS Incandescent (emissive) material using Redshift? I have some emissive objects in my scene but they don't seem to have an option to affect the fog.
  12. Differential Erosion / Melting simulation

    Wow, thanks! That's a super elegant and computationally cheap solution. And it seems to give a good amount of control over the process through the volume wrangle remap and VDB reshape itself. I have been using a Voronoi Fracture with VDB Morph which is slower to compute and isn't technically an erosion. But it does in a way produce a more consistent result. erosion_test_v1.hip Do you think it is possible to generate a less randomised Worley/Cellular noise to drive the density / VDB Reshape? Some sort of a middle ground between the complete regularity of a Voronoi diagram and irregularity of cellular noise?
  13. Differential Erosion / Melting simulation

    Yes, that's exactly what I've been using as a temporary solution. It creates a similar effect yet the "strands" of matter are hard to achieve using only noise. Maybe I should try Voronoi/Cellular noise inside the pop solver but I haven't been able to map it into 3D, 2D only...
  14. Differential Erosion / Melting simulation

    Thanks! I'll take a look at this.
  15. Hi all! Loads of cool stuff here. I'm looking for ideas/suggestions from Houdini veterans on how to recreate a process of melting or a differential erosion of the material. I have attached a screen cap of the closest example I've found in a video by Christoph Bader/Dominik Kolb called Area Contraction. Also attached a macro shot & GIF of my physical experiment of creating similar structures via melting. Sadly, I haven't been able to find any papers or simulation breakdown examples of Area Contraction or how to replicate it in Houdini. There are so many potential paths to take that I feel a bit lost - is it best to operate in volumes or VDBs? Or should I simply stick to particle solvers? FLIP liquid with attractors? FLIP liquid driven by temperature values (lava, snow, ice shelf tools)?