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About bentway23

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    Mark Reynolds
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  1. So I'm looking for Test geometry: template head-- https://www.sidefx.com/docs/houdini/nodes/sop/testgeometry_templatehead.html But on Houdini 18.0.460 it doesn't appear as an option, alongside Crag, Pig Head, Rubber Toy, Shader Ball, Squab, and Tommy. Is this one of those hidden/deprecated nodes that has to be enabled?
  2. Is there a way to "smooth" a look at constraint, so it's a little less frame-by-frame precise and a bit more drifty? Thanks!
  3. pnoise: remapping output values

    I need a simple noise that loops over the course of five (or however many) seconds, moving the @P.x of the points on a line back and forth, and so I'm using pnoise. I would like to give it precise min and max values (I want things to be able to bump against each other but not intersect), which would be easy enough with a fit, but I haven't been able to find it's precise output values in any reference. Over the course of 120 frames the output appears to be 0.5-centric and it goes between 0.22398 and 0.800649, so it doesn't appear to be an even +/- any obvious value like 1 or 0.5. How can I find the actual minimum and maximum outputs for pnoise so I can make sure it hits zero (or 1) at its extremes? I've tried periodic noise in a point VOP but that seems very unwieldy. I know Unified noise can loop and is always 0 - 1, but it has a whole lot more to it than I need to deal with. (Plus I just want to know how to do these things in VEX). The only output value reference I've been able to find is that aanoise is -0.5 to 0.5 and unified noise is 0 - 1. If it makes any difference, here's what's tucked in my point wrangle (reference parameters on an outer master null): int offset = prim(0,"id",0); float roughness = ch("../MASTER/roughness",0); float frequency = ch("../MASTER/frequency",0); int period = ch("../MASTER/period",0); float noisemult = ch("../MASTER/outerNoiseMult"); float noiseval = pnoise((@Time*frequency)+offset, @P.z*roughness, frequency*period, 0); @P.x += (noiseval * noisemult)-(noisemult/2); //the noisemult/2 is to get them back to 0-centric Thanks!
  4. Far less annoying than having to manually create a visualizer each time. Works like a charm--thanks for the workaround!
  5. For some reason, recently, if I click the "i" for Node info in Houdini (18, latest production build), the little blue box no longer stays open long enough for me to click an attribute to create a visualizer. Any idea how I can fix this? It didn't correspond with any update (it had been working fine for a while). I recently installed V-ray, but even after that it worked correctly for a while. This happens whether I'm using the mouse or my tablet, so it doesn't seem to be input-device related. I can try to race to an underlined attribute before it closes but I'm just not that nimble. I doubt it matters in this case, but I'm on Windows 10. Thanks!
  6. VDB combine intersection/difference not working cleanly

    Stepping up the bandwidth on the noise field to 3 did the trick--thanks!!
  7. VDB combine intersection/difference not working cleanly

    Thanks--unfortunately, that didn't work in the final project (the box is sized to the actual object I'm mangling). I tried transforming everything down to half size and doubling VDB resolutions to see if your approach worked, but the result was the same.
  8. I'm sure the answer to this will be something so easy, obvious, and profoundly stupid that my family and friends will all disavow having ever known me, but I'm stymied. I am using an animated noise to create a lumpy VDB fog field, which I convert to SDF and then use VDB Combine to cut out part of a hero model. I'm cutting it into two interlocking parts, using SDF Union Subtract for one side and SDF Union Intersection for the other, and I will subsequently assign a different material to each part. Originally I got it set up, no problem, with a standard AAnoise. I'm trying to get it set up with a periodic noise so I can loop it. The problem is that at the VDB combine stage, it doesn't subtract or intersect cleanly. You can tell something is happening, as there are little dotted lines on the resulting surface, and the occasional hole, but it's not cutting it out like I would like. I've tried different resolutions with the VDB from Polygons and that doesn't seem to make a difference. (I've actually run into this before, but I'll either rebuild the Volume VOP or fudge some numbers and it goes away. No such luck here.) What obvious, stupid thing am I doing wrong so that the VDB combine isn't working like I'm hoping? Thanks for help and forebearance! sdf_union_problems.hiplc
  9. Is there a way, when doing a channel reference, to point to the referenced channel but at a different time than the current $T, a la After Effects' ValueAtTime expression? In some situations I understand throwing a time shift to create another stream of the referenced object might work, but that won't work on the setup I have going, where a null parameter has a five-keyframe movement that I want to drive properties of two different objects, one four frames after the first. Because there are so few frames this is an easy one to simply duplicate any time I have to change it, but it seems like there should be a more procedural way.
  10. Fireflies in Mantra render direct reflection

    You are my favorite person of the day. The problem was indeed that those "hotspots" were actually reflections of the infinitely small spotlight, as I saw when I replaced it with an area light or moderate size. The solution--find a better HDR and kill all the other lights. Going to revisit the roughness map, but changing up the light did it. Thanks for your time!!
  11. Fireflies in Mantra render direct reflection

    There's no sampling quality option on the distant and spotlights--it's greyed out. A pixel sample boost was the first thing I tried, and didn't change anything. Also, perhaps worth noting--if all the non-key lights are turned off, and the key light exposure cranked waaay down to almost complete darkness, the fireflies are still there. This is the same wither rendering through PBR or ray tracing.
  12. I'm having a devil of a time trying to get rid of fireflies in a render (files and an .exr frame attached). I've isolated it to the direct reflection pass (the hotspots along the nose in the pic), and Nuke tells me they are way hot superbrights. Doing the usual Google fixes (working with diffuse limit, boosting reflection quality and overall render quality, &c.) haven't changed anything. In the scene I have three lights and surprisingly it's not the environment light that's causing the problem (I isolated the lights and also boosted the sampling quality on the environment light), but the key light (a spot light, but I tried distant and area lights with the same result). This is my first time dabbling with Substance Painter, which I used for a quick not-too-boring look, and it looks like the problem might be with the roughness or metallic maps. They're .tgas, and open fine in Photoshop. If I turn off all maps and boost the roughness the hotspots are less hot and spotty, but I don't think that's actually causing the problem. I'm sure this is something easy and stupid. Thanks for any assistance! (Credit where due: the original bust is from a photoscan by Ryan Baumann on Sketchfab.) caligulaFireflies.zip
  13. Aha! Actually, calculate varying IS the default (if using the "configure cloth" rather than just a bare vellum contraints node), but changing it to unchanged did the trick! Thanks!
  14. I'm tinkering with vellum and have a weird issue--when I use a plain grid as the cloth object and run it through a remesh, random points are/act as if they are pinned (they are given a @mass of 0), even though there is nothing set as pinned in the vellum constraint node. I've emptied the cache, restarted, even tried a new grid with slightly a different initial subdivision count, and the result is the same--various points stay in space, pinned (although with differing initial geo point counts, the points that don't move are different). A grid without remesh works fine. A planar patch actually works fine. I've tried various other objects, all run through remesh nodes (and without), and they all work fine. I could even assign those points a new mass through a wrangle, and that worked fine, but it seems like for something as basic as a remeshed grid, this shouldn't be happening. What am I doing wrong here? Or is this just why god and SideFX made planar patches? vellum_pinning_problem.hiplc