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ProceduralFrankie

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About ProceduralFrankie

  • Rank
    Peon

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  • Name
    Francesco Vernoso
  • Location
    London
  1. Sweep orientation issues

    Hi, from the picture it appears as it's just the natural way Houdini presumes what is in and what is out, if you really wanted you could selectively make a group of the faces you wish to reverse and use a reverse sop. Alternatively, you could just slightly polyextrude internaly with the "output back" option enabled, this should remove any visible backface. Best Regards Frankie
  2. Camera Projection from Moving camera

    up!
  3. Is it possible per-pieces scaling?

    Run into a foreach with this expression in the pivot translate "$CEX $CEY $CEZ" of a trasnform, or in a primirive sop with "do trasnformation" enabled . Then you should be able to trasnform each primitive indipendently! Best regards Frankie
  4. Camera Projection from Moving camera

    Hi there, I have been scratching my head about how to project a texture form a moving camera that gradually reveals the footage onto a deforming. Everyting good and easy if the camera is still, but the problem arises becasue this particluar shot has a long back dolly close to the ground so i guess i would need to project all the frames of the said plate onto it. In other words, in frame number 1 you can not see some part of the plate that you can see in frame number 100. How would i need to approach this problem? Mny Thanks Frankie
  5. problems with collision and alembic

    Try disabling the geometry visualization to better see if the actual collision gemetry is consistent as a first step, it is possible that there is a discrepancy betwheen the two!
  6. Redshift users, post your tips tricks here please!

    Hey everyone, I think i need some help with volumes rendering I am building a scene which has both neon lights that create a nice neon-like foggy look and regular pyro volumes. I was wondering if it was possible to selectively activate the “volumetric scattering” options in the Redshift Rop in order to make only some of the lights in the scene create the said foggy look and still have regular volumes render as normal smokes etc. Thank you for your time Frankie
  7. Get the pointbumber of points in a group

    Thank you guys!
  8. Hello everyone, I am trying to get the number of points in a group with the pointlist fuction, but having it erroring. If you can help me out it would be much appreciated. Thanks Francesco Pointlist.hip
  9. Custom AttTransfer With Effector in Vops

    Hello everyone, I was wandering how would I need to approach the need to trasnfer an attribute, say N, from a geometry to and identical one with an effector or some sort of object which position determines where the attribute is transfered. When the transfer is from an A to a B object, the solution is a pretty straight farward classic Attribute Transfer Sop, but how about the A to B through C scenario? I have found an easy fix with Sops: boolean substract a sphere form a grid A, copy the normal attribute from grid A to the product of the boolean then attribute trasfer from the product of the boolean to the B grid. Still this is very intricate and culd easily get superslow when dealing with more complex geomety, how could it be build inside Vops using some sort of geometry as bias/effector? I shared an Hip with what i achieved so far Thank you for yor time Frankie ATTR_TRANSFER_BY_EFFECTOR.hiplc
  10. Sop Solver Dilemma

    Victor to the rescue again! Thank you very much man! I was so close, i am missing what you changed in the SOP level tho
  11. Clusterin Pyro on the y axes

    Grazie Andrea! I will defo check out the masterclass again, i had a look at it a while ago now, thanks
  12. Clusterin Pyro on the y axes

    Hey everyone, I am a bit struggling with more advanced pyro stuff, I have to make a very tall and hi res smoke plume from a relatively large flat source. Now I did make it a cluster from the shelf and that works fine on the orizontal plane, but in order to maintain the containers hi res I was wandering if and how, I could cluster them also vertically along the y axes in orther to avoid a number of thin but supertall containers which would as well lose resolution and solve slower. In you have any tip, tutorials or other valuables information it would be great Thank you Frankie
  13. Hard Constraint Unknown Behaviour

    Anyone?
  14. Deform/Bend curves with radius

    Hello, I am tring to bend a number of lines copied to points with no success. I managed to orient them with the normals, but what I would also need is to bend them outwards as if the gravity of the top would make them. Thank you Francesco bend.hipnc BendLines.tif
  15. Uknown shading artefacts from Mantra rendering

    I opened the .exr file in Nuke, but the black artefacts are in all the passes, in some stronger than in others. We also tried to run the render after putting on the geometry a Polydoctor node and a fuse node with really low fuse number to see if there was any coplanar or overlapping surfaces. I also tried with a basic principal shader, but nothing changed. Anything we try seems to give us different outcomes, also is really difficult to test because the result is different between the render view, Mplay and the actual render. Sometimes It fixes the problem and is not showing up anymore in mplay or in the render view, but only in the output files.
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