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AA74

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About AA74

  • Rank
    Peon

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  • Website URL
    http://www.3dartist.it

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  • Name
    Andrea Arghinenti
  • Location
    Vancouver
  1. Houdini Apprentice Hd: No More Watermark!!

    Just got it :-) AMAZING!!!
  2. My First Houdini Reel

    Hi! it's a while i'm not posting on the forum, i had to finish some free lance jobs....in maya so, in the following links you can download my reel, I thank all of you that gave me really important advises; this is a great forum! And definetly, if you are reading thanks Ray!! you teached us amazing stuff! I still have to produce (and I'll do it) a lot of shots using those techniques!! but, if i'll find a job as a Houdini Artist before it should be better Any question is more than welcome, and obviously all kind of advises too! Cheers! Andrea Andrea Arghinenti 3DArtist - Character TD (reel 2007) http://www.3dartist.it/video/AA_2007.mov.rar .mov (200MB) http://www.3dartist.it/video/AA_2007.rar .wmv (50MB) n.b.: shot breakdown included in the rar file (images) http://www.3dartist.it/img/img.rar (www) http://www.3dartist.it (mail) andrea.arghinenti@3dartist.it (linkedIn) http://www.linkedin.com/in/aarghinenti
  3. Rendering For Print Publishing

    Hi! sorry for the delay, it took me a while :-) Really thanks for the advises, i got the images; I changed the file format in exr and rendered cropping the image; then assembled in photoshop here are a couple of stills www.3dartist.it/print/still_ocean_11.hip.0067_1950x2550_04_print_B_01_lens_ctr_site.jpg www.3dartist.it/print/still_ocean_11.hip.0067_1950x2550_04_print_A_site.jpg Cheers! Andrea
  4. Rendering For Print Publishing

    Hi! ok, so, at the moment, I'm still at the VFS completing the Houdini program. here we use the 8.1.874 build ; I was wandering that maybe it's an educational version and so it doesn't allow for high high res renderings; I will check it tomorrow! (actually at the moment i can render until HD, then, over it simply stops) for resolutions higher than HD mantra seems to start normally, then it simply stops; looking at the system monitor, it dies too, after using 1.9GB of RAM (we have 2GB on a linux system) and part of the swap (1.2GB of 3.9GB); I set up the mantra render command as follow: mantra -s 2 -Va but I'm not seeing any kind of information about tiles on the terminal window. I think it's stopping just before to start writing the image. Actually if I try to open the file just produced with gimp, it is simply an empty file, with no header at all, so it's totally 0 bytes maybe because I'm using a lot of displacement and some reflections ...?
  5. Hi all! I was wondering if some of you has any suggestion for rendering at a higher resolution, for print publishing purposes; I'm trying the camera resolution presets over HD but i get a blank file after waiting for a while. So i guess mantra is doing something but then it stops when it has to write the image. Then if I'm trying with PAL or less it works normally. Is it a memory problem? I already used the rendering options in maya to split the image in smaller tiles so they render separately. Is there in mantra something similar? Thanks for any kind of suggestion :-) Cheers Andrea p.s.: the resolution i have to reach is 8125x10625, to get an image size of 1950x2550 at a resolution of 300dpi
  6. Animating Wires

    Hi! i think that what you need is basically a rig; I would approach such a set-up by basically using a blend shape technique switching from a dynamic tentacle and a rigged one; so when you need to animate it by hand you just animate the transition and then the controls you put to drive the rig; then it depends a lot on the final look you want to achieve, let's say for the tentacles of the Pirates(:-) ) I think they used a way more advanced technique, does anybody of the guys here worked on?, maybe some advise from them should be great Cheers! Andrea
  7. Prot Fur Sop

    Hi! sorry for the delay! busy days thanks a lot for all the informations, really clear and useful! i saved the post :-) reading the other thread, i understood why you used the rot attribute; looking at the help i did not found it, so I thought it was a substitute of the orient one; i also finished my first attempt using fur www.3dartist.it/wip/jaw_comp_02.0169.jpg www.3dartist.it/wip/jaw_comp_02.mov i attached and painted (randomly) the fur; i just rendered out a little sequence (sorry for the animation, i did it 3 years ago, and it sucks ) it was just to render moving fur and see how much it flickers etc.. i used pretty high sampling values (6 6) thanks for the help Cheers! Andrea
  8. Prot Fur Sop

    Hi! sorry for the delay, busy days! really interesting and I have some questions :-) so, the rot attribute you created in your ball scene is the orient one? I tried to rename it and it orients all the fur guides of the fur; the orient attribute is a quaternion, so 4 dimensions attribute; what is the best way to define it? I saw you used the function matrixtoquad, is it a common workflow or a specific need for that scene? to do the changing of the orientation in your last images did you set up the orient attribute as a point attribute? Thanks a lot! Andrea p.s.: i fixed the normal pass, yes i did not normalized:-) !
  9. Flowersos Difussos

    Great, really nice!! and all the details are amazing; is it all a single l-system then shaded (How? :-) ) or is it a combination of l-system and other geometries as a leafs? A.
  10. Prot Fur Sop

    Great! thanks a lot now I see, I tought fur was redered as a geometry during render time; Now I'll dive into both the hair shader and the hair VOPs node; I'm doing the first test and it's working fine :-) Thanks! Andrea
  11. Prot Fur Sop

    Hello! i applied fur on a character I did 3 years ago, and i got these results; http://www.3dartist.it/wip/jaw_05_A.jpg http://www.3dartist.it/wip/jaw_05_B.jpg I used 3 points lights casting Z-depth shadows; the color of the fur is done in the sop network; so I just applied a simple lighting model shader, and on the diffuse, i plugged the color took from the sop network. But, when i started lighting, i had some weird problems; it seems that the shading was exactly at the opposite side of where it should be; so i just did a simple normal pass, and i got these results: http://www.3dartist.it/wip/jaw_06_normal_fur.jpg and i think I have a problem; the fur seems not to have any normal value; is it correct? or I should have a different result? I think I'm missing something Any suggestion is more than welcome! Thanks! Andrea p.s.: I'm using the proto fur sop for Houdini 8.1
  12. Prot Fur Sop

    oh yes, you are right! the clumping attributes in the Wolfwood file are vertex and primitive attributes: so, for the clump geometry: . vertex attributes clumppercent . primitive attributes clumporigin clumpradius all the other (for rest and guide geometry) seem to be point attributes Cheers! Andrea
  13. Prot Fur Sop

    i found out the read-me file and we can say that the attributes needed are: for Guides: -Cd -width -> for what I see those are not mandatory for the fur it-self, but fundamentals to render lines for rest skin geometry: -furdensity -furangle -furkink -furrandomscale for the clump geometry: -clumppercent -clumporigin -clumpradius Thanks! and see you soon with some furry images :-) A.
  14. Prot Fur Sop

    Thanks a lot! now I see the meaning of one of the options during the installation process: view the read-me file :-) Cheers! Andrea
  15. Prot Fur Sop

    Thanks a lot! I removed the scatter from the guides network and it works perfectly, interesting! At the moment I'm running the 8.1.874 version, I still did not try the 8.2 version, i will do it soon :-) I was also wandering, wath are the "must have" attributes to make fur works? in the Wolfwood file i can list the following: for Guides: . point attributes: uv Cd width for rest skin geometry: . point attributes: N up rotation furdensity furangle furkink furrandomscale . vertex attributes uv . primitive attributes area for the clump geometry: . vertex attributes uv clumppercent . primitive attributes clumporigin clumpradius Are all those attributes all strictly necesserary, and of the same type (for example, the uv are vertex attributes instead of point attributes)? then there is a detail attribute common to every branch of the network: varmap. is this created automatically by Houdini? Thanks a lot for the help! Andrea
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