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nicolas.schlafer last won the day on August 31 2020

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About nicolas.schlafer

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    Nicolas Schaffer
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  1. There is a nice method using a ray SOP to detect and avoid intersections too, it's explained in this tutorial:
  2. @anbt I am not expert neither but from what i understand, the alembic play smoother because it's packed geometry, but you could pack your scene before a file cache too. I always thought alembic was primarily useful for data exchange between different DCC. Maybe i am wrong here and there is some optimisation of ABC files over standard packed file cache, would be interesting to have other inputs on this.
  3. Not sure from where is your problem coming, but is it a specific reason for which you are passing by an alembic and not only a .bgeo.sc cache that you merge in your other network or import in your other project?
  4. Redshift instances shaders

    Found the solution so i will post it here too in case someone has the same problem at some point, it was this setting that need to be set to "Redshift Point Cloud", and the rendering is fast again with custom instances using Cd or other attribute to change the shaders on high particle count systems
  5. Redshift instances shaders

    Hey guys, i have a question regarding redshift instances on high particle counts stuff rendered with redshift: Everything is working well with a "s@instance=..." wrangle. Then if i try to get the Cd attribute to change the instances/particles color it get super slow, is it a normal behavior or is it somehow a way to avoid it/doing it more efficiently ? For example if i don't use instances but standard redshift particles, even with changing the Cd in the shader it is super fast, it only happens when instancing.
  6. Houdini - Redshift - Deadline

    Hi there, i was reading this post, and found it weird, as i never had problems with rendering to deadline with redshift. I'm using H18.0.499 and RS3.022 if it can help. When submitting the job, are you sure to select the correct ROP? Edit: and i am using the standard "submit to deadline" way, no special tricks with RS proxies.
  7. Choice between Ripple Solver or full Flip Sim

    One other option i forgot could be an Ocean Spectrum, here a first test using this method, looks probably close enough to avoid a flip sim. test:
  8. Choice between Ripple Solver or full Flip Sim

    Thank you for your example file Librarian, it will for sure help me to refine the ripple solver part!
  9. Choice between Ripple Solver or full Flip Sim

    Hello, I need to produce fluid animation to get close to this reference picture: The left side should be a very soft wave hitting and bouncing on the bottle, the right side should be a bit more agitated water but still very smooth in general. My dilemma is that i'm hesitating between "faking it" and using a mix of ripple solver and other "non-sim" ways to deform a mesh, or to go for full on flip sim. From what i tried already, and what i read, having very calm/subtle flip sim is not easy to achieve at all, so i was thinking for now that the first "faking" solution would be more appropriate. I would be very interested to know how you would approach this situation. As an example, this is what i'm getting for now for the left side with a simple ripple solver and some caustics. The caustics helps a lot to make the render interesting but the movement of the ripple is a bit boring for now.
  10. Amazing project by Robert Hodgin

    Ha, what a good surprise to see you here Robert! I'm more than curious to see the serie of prints you want to make out of this project, looking forward! Glad for "peregrinations", when you said this, i was thinking i did another of my wild "englishification of french words" and needed to double check to be sure it is existing in English too
  11. Amazing project by Robert Hodgin

    Hey there, I discovered during random internet peregrinations this amazingly beautiful / clever / impressive project done in Houdini, by Robert Hodgin. i was so astonished by the whole concept and technical execution of it that i really wanted to share it here with you, if it can interests some people here. http://roberthodgin.com/project/meander?fbclid=IwAR2MX7EDeWLKC_U8x4TEZEn7eP8fS0bchytNH7j20FQTGcyPOOaDlFQyhvY It is basically a kind of imaginary generative cartography system that draw 2d detailed antique maps of imaginary rivers flowmap and their derivation with time. I find the attention to details and the whole process totally stunning. If i understood correctly Robert Hodgin is as well the co-creator of the cinder programming framework. Don't hesitate to check his other works on his website, it's full of super interesting ideas (I did not know in which rubric to post this exactly, feel free to move it if needed.)
  12. Bullet and Constraints learning ressources?

    I just found this one with very valuable and easy to understand examples in a hip file, in case it can help anyone: http://nicholas-taylor.com/assorted-bullet
  13. Bullet and Constraints learning ressources?

    I did but found almost no ressources that is not destruction/fracture based.
  14. Hello! Does anyone of you know about good ressources / masterclass / tutorials to get a better knowledge about rbd bullet sims ? I am looking after rigid body interactions with different constraint network, sliders, hinge, etc, not the "destruction/fracture" type. I find the attribute driven constraint network a bit hard to wrap my mind around when going for a bit evolved setups.
  15. fresnel in volume shaders

    Thanks for your answer schwungsau, makes it more clear and avoid me to get lost in my shader nodes forever then. Your idea to convert to polygons, calculate a VEX fresnel and recreate a volume out of it is really interesting, i will try to explore a bit this direction. Should be possible to compute it on a SDF with gradients somehow as well. I'm exploring abstract vdb volumes "carved" by noise like these ones (those are converted to poly), and was curious to get a more "foggy" textural quality, but with keeping the fresnel effect.