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About stavrogin

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  1. Batch render in redshift?

    You can make multiple RS Rops and assign them to different cameras. Then wire them into a merge, and under options set it to node by node then hit render.
  2. I have a scene with a lot of particles that I am trying to optimize. I've already culled the particles outside of the camera, but I want to get rid of the ones that aren't seen by the camera's rays (the shape is blobby, so I can't just use the z position). What I'm trying to do is take into account the pscale and delete the particles that are hidden behind others. I have a basic working solution in sops via a for each, but it's painfully slow. I want to try and do this with vex. The end result would need to work on millions of particles. The basic steps I thought of are: 1- find direction to cam 2- ray particles to cam (rayline) 3- find neighbors along the rayline 4- use pscale to determine if this intersects with neighbors' pscale 5- if it intersects multiple times, remove the original point I've attached a file for what I used in sops. If anyone has any ideas on how to make it faster or a way to get it working with vex it would mean the world to me. I assume it would be with the intersect() function, but I'm not very familiar with it. Thanks particle_intersect.hip
  3. Using a Quixel decal in Houdini

    Kind of a hack, but you could just use a grid, subdivide it, and then use a ray sop set to minimum distance. You might also need to set the lift to a very small value avoid shading errors.
  4. Houdini to After Effects colour change

    try putting an exposure effect on and setting the gamma correction to .45
  5. If you use chrome, this works great
  6. Animated Texture Redshift

    try using $F in the file name for example a sequence starting with texture.1.jpg would be texture.$F.jpg

    Here's one way to do it with vellum grains. torus_ball.hip
  8. I'd also like to know why groups are not recognized in Vellum constraints node... seems like a very annoying bug. Looks like it only recognizes the stretch and bend output groups.. UPDATE: It only accepts the constraint group groups, and the groups don't transfer by default. There is an easy work around though. Just make sure it's a prim group, and then plug a group transfer node in between the solver and the last vellum node.
  9. how to create Ink in water

    Nope. use a pyro fx sim ( shelf tool has many good ones), then create a new geo and advect the particles with with the pryo sim. If you are serious, I suggest you watch this one https://cmivfx.com/houdini-ink-fx