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About sb526

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  1. Hi, I need to expose an attribute measured inside of the SOP. Trying to use Parameter Interface for that. Is there a way to show something like this? This is for a HDA used in Unreal Engine that we need to see an attribute value to make a decision. Thanks
  2. Hi, I created a HDA for Unreal Engine. It works well exporting the geometry. Is there a way to display a geometry attribute as a number somewhere in HDA? I am calculating the area with Measure SOP but can't see a way to 'expose' it in HDA.
  3. SSS Noise Redshift

  4. SSS Noise Redshift

    Hi all, I am trying to render a SSS surface using a standard RS Material shader. I get some noisy patches that I cannot remove for some reason. Things I tried: Increase max samples Increase SSS samples Reduce error threshold Increase sampling on individual lights Any suggestion as to why this noise is appearing & what setting can reduce it? Thanks
  5. Hi all, I am curious are there any good production-ready assets out there? For instance, I want to create trees and vegetation library and while I can import some vegetation from Megascans there aren't any trees. I find it can be quite time consuming to convert and prepare assets for redshift so my question is, what is your pipeline? I have been advised to get Origami Digital Shelf Tool. Is this the best way forward? Are there any good tree packs out there? What is the file format I should look for to simplify conversion into Redshift proxies? FBX? Appreciate any advice or sharing your workflow!
  6. Thanks! That makes a lot of sense I did some digging and there are both free versions of Nuke and Da Vinci Resolve + Fusion. I wonder which one is better to learn / has less limitations.
  7. I am trying to render out a simple wireframe with depth i.e. the wireframe object fades into the background. Ideally, I want to control the fading threshold in compositing software but I don't have Nuke which is what most tutorials out there are using. Relatively new to render passes, wrote Z depth output into EXR but it is recorded in world units I believe so I find it hard controlling it. I tried using a COP network but can't seem to make it work/don't know how to remap Z depth mask. Any advice on that? Attached file. On a higher level, what is a good option to use for editing multilayer EXR sequences? I typically use Premiere for simple editing but there aren't many EXR tutorials for it? After Effects seems convoluted. Is Nuke my only good option? z-depth-test.hipnc
  8. Redshift proxy trees & alpha maps

    Good point. I am on Houdini 18.5.462 and some trial 'latest' version of Redshift 3.5. Might be a bug or trial limitation. Need to try on my work PC with H18 RS 3.0 license.
  9. Redshift proxy trees & alpha maps

    Awesome, thanks for taking a look. Sprites make rendering time so fast! I loaded in my texture and was still getting a tiny white halo around leaves in both sprites and normal workflow. What ended up completely fixing it is switching Filter to 'none' in RS Texture > Advanced tab. P.S. I did not know RS has Maxon noises node. The more you know.
  10. Redshift proxy trees & alpha maps

    Thanks for taking a look! My alpha is connected to opacity_color input of the RS material node. I thought this was the alpha? If not, which one is it?
  11. I am trying to Sort some points on the primitives I have. As you see from the image I need to Sort the points to first grab all of the first ones on each prim (0,6,11,16,21,etc). Then once I reach the spiral segment length (10 in this case), append the next segment of the spiral. One way I can see is using Sort by proximity to a point but I don't know how to make this point dynamic. But I am struggling to reference origin pt coordinates (0) into the Sort node. Alternatively, it's a Point Wrangle with some VEX code & some counters. Are there any off-the-shelf tools that can do this that I am missing? Thanks!
  12. Redshift proxy trees & alpha maps

    @Atom I was using the same PNG that came with the asset & rendered with no issues in Mantra. I used a color splitter to extract alpha in RS mat. Couldn't find a pre-multiply check box. @flcc Attached the file and texture. Texture is a simple PNG file nothing too fancy. I am extracting alpha via RS color splitter. I will try the RS sprite workflow thanks for the tip! rs-asset-prep.hipnc
  13. Hi all, I have made my first redshift proxy. It seems when I load it there's a white 'halo' at the edges of my leaves which disappears on close up scale but becomes super noticeable further out. What's the best way to fix this? Is it due to the alpha map being too low res? Same FBX model in Mantra renders with no issues. On a side note, are there any good resources to buy Redshift ready vegetation assets? I have found Megascans to work well for smaller elements but it lacks larger tree models. I know there's Speed Tree but I am looking for something more 'ready made'
  14. Vellum Constraints Interactions

    Hi Martin! Thanks for your help (again! :D) Tried changing glue stiffness from 1 to 1000000 with no luck I have attached my file in case you or others want to take a look at the setup. 210423-Vellum-Pavilion.hipnc
  15. Hi All, Struggling with my Vellum sim. Have a relatively simple sim that is some fabric suspended on wires. Hair constraint handles the wires, applied to wire Group, pinned to static elements Cloth constraint handles the fabric, applied to mesh Group, no pinned geo Glue constraint applied to all geo Edge length scale parameter on my geo is quite small / shouldn't cause issues Any advice on why my sim kinda works but doesn't keep points at the end of the wire and mesh in the same position? Thanks