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ocalaf

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About ocalaf

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  • Name
    Òscar Calaf
  • Location
    Barcelona
  1. Simple Baker UDIMs

    Not yet, I have this post with no answer from Paul of Labs team in SideFX, and now there is this other post talking about similar normal problems, but I don't really understand if it's related at all: https://www.sidefx.com/forum/topic/71917/?page=1#post-306858
  2. DOPs fracture inside texture

    I have the same problem when there are multiple fractures. How the UVs should be calculated for "inside prims which become outside after the second fracture"? And once calculated, how to avoid recalculating on every frame? I attach link to a post with a flipbook with my problem, with moving UVs on each frame. BTW now I have a better setup using Inside Face UVs from SideFX Labs, I was able to UV the interior for the first fracture, the problem is just happening from the second and the next ones. Here is more related information:
  3. Simple Baker UDIMs

    %(UDIM)d works fine in the last release of Maps Baker (probably simple baker too). My problem now is regarding the generated normal map. When I use UDIMs all maps looks nice except the normal ones. Even worldnormal are ok, but normals are mess, it seems like the different UDIMs are overlapping in all the normal maps generated. There is this post where you can find more info: https://www.sidefx.com/forum/topic/71845/
  4. Simple Baker UDIMs

    I’m wondering the same here. I don’t know how to bake textures from hi to low poly using udim’s. I used uv layout to use some udim’s but both simple baker and maps baker seems to only support uv from 0 to 1. Is there any straight workflow for baking the other udim’s or am I missing someting?
  5. Photo Generation Problem

    That's an old post, but I rised this error and now mantra seems broken, using Houdini 17.5.173. Does anybody knows any troubleshooting steps? Regards, Òscar
  6. UV interior faces of Dynamic Fracture

    How this can be done using packed geo and material stylesheets? I replied in another post regarding similar problem:
  7. I'm getting stuck with similar problem. In my case I don't pretend to make additional DOPs but I need to deal with the "new pieces" in SOPs. I would like to unwrap the inside uv of the generated packed geo right after its creation. My first fail approch was trying to unwrap the inside group after the DOP I/O but with this I get UV updated every single frame, I would need to just unwrap once each new generated piece. There's a second problem, if I use "recursive" fracture by increasing the Maximum Fractures under the configure fractrue, I miss unwrapping the secondary ones since the old "inside part" becomes an "outside one". I would like to manage this setup using the fracture solver (not pre fracturing geo) and using material style sheets in order to deal with all this packed geometry. Since I'm also trying for the first time the Quixel plugin, I'd like to make it happen with quixel megascans objects and materials. Anywhere to start looking into this? I would like to learn more about material stylesheets and packed primitives and I think this is a good example.
  8. Wowww, thank's for all your feedback guys! I know a bit about audio modular systems and also I heard about old similar "video synths", but I've never heard about that Scanmate, thanks for the link. My main objective with this thread was just that, learning some history! So many many thanks for that and other comments about CRTs, osciloscopes and analog stuff. I was also figuring out the clue original reference for that sunset scene, its amazing how many similar ones could you found googleing a bit, but yes, for me its hard to tell where is the origin, I was also thinking that it had to be something "newer" than 80s itself, but its amazing how iconic of a classical retro look had become. Rergarding the different scenes you attached, thank you so much for your help. I think that uv from camera prespective driving the width and this pixel filter at the out helped a lot! Now let me process all this information, and I hope to come back with some results for you to show.
  9. Thank's for your fast reply and for the sample scene, is there any way of getting an smooth result from mantra or using wren? I'm trying to increase the rays and using the ray variance but it just spent more time to produce similar results. Increasing width doesn't help either because it also produces some kind of artefacts on the lines. I can understand fixing and retouching this aliased render in cops can just do the work and still be cheap but I don't feel myself such a good artist to produce such smooth lines just by retouching in cops.
  10. After seeing this post, I'm asking myself if it could be used to achive the classic retro neon grid look, feel free to have a look there: I created a new one because I'm afraid you would say me this is not the "proper" way of doing that
  11. Hi there, I'm totally a noob using Houdini and I'm trying to figuring out how to achive this classic retro look. I can imagine there's some basic options ie: compositing some textures with the wireframes or creating thin polywires to create actual meshes for this edges. I also found this interesting post abut glowing points. I almost get to look I want playing with similar custom shaders, specially because I wanted to try with Nurbs in these lines, but of course it just deals with points, so I should somehow matte the grid faces itself to oclude edges behind other edges. It does make any sense this approach? Should I layer different shaders for the points or edge primitives and other one for the polygon faces itself? Would like to credit Thomas Helze for the FastGlow used in this tries above. Since this is a typical effect from all the times, I wanted also to know if anybody could just bring here some historical background about it, I'm feeling that the principles behind that look had changed a bit every time retro neon sci fi gets trendy again... And of course, please feel free to send me back to the QuickStart guides and all that... just wish you understand it's my first time posting here and you know, I'm feel like a totally stupid noob asking loud a stupid question at the end of a masterclass...
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