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stavrogin

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stavrogin last won the day on October 18 2021

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    nikolai

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  1. click on controls, and it's under Dependency Rendering Settings
  2. 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.
  3. 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
  4. 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.
  5. try putting an exposure effect on and setting the gamma correction to .45
  6. try using $F in the file name for example a sequence starting with texture.1.jpg would be texture.$F.jpg
  7. 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. 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
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