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  • Name
    Henry Mbata
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    South Africa

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thejedi's Achievements


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  1. Hi davpe Thats exactly my concern: the ability of HDA to respect lights and materials esactly as I would have set them up inside Houdini Ill give it a try Thank you
  2. Hi krishna Thanks for the tip Do you mean you are able to export alembic along with with textures out of houdini because I thought Alembic is not capable of carrying textures Do you have a workflow you can share with me on how to export alembic with the textures in Unreal Thank you
  3. Hi Krishna Thank you so much I know about alembic, the problem is it will require materials and lighting to bee created all oveer agin inside Unreal I was looking for a way for unreal to accept an entire houdini file including lighting and animations right away But thanks for this information though
  4. Hi everyone . Is there any workflow on how to export from houdini a usd sequence to unreal engine Most tutorials out there all focus on exporting a single frame, so any tips on how to export an animation sequence of usd from houdini to unreal engine with all the materials/textures, lights, cameras etc.... I tried using a usd rop node with flatten alyers/flatten stage etc. nothing works in unreal. Most of the time it either imports a single frame at the start, or it imports a single frame in between but it never imports an entire USD sequence
  5. Thanks Noobini for the tip. I tried it but it didnt work. Thanks for the tip regardless, Noobini. I like your name its very unique like mine
  6. Hi everyone Im trying to get vellum dop system to emitt particles only between certain frames (Please see attached picture) Is there any ways of controlling vellum dop so that it triggers the simulation only at specific frames? something like $SF>11 & $SF<16 that one can use in the POP source's impluse activation? At the moment it seems to only accept one rule of emitting at a particular frame and it does not stop emitting I tried setting the emission type to continuous but that doesnt work either Thank you
  7. Hi everyone I dont know if is it possible in houdini vellum grain to increase the actual number of particles coming out of a vellum configire grain constraint? That way one can control how much grain is coming out the the vellum grain Thank you
  8. Hi everyone I am battling to remove a strange artifact showing of a dark dot and sometimes a dark line when compositing the emission layer in Adobe after effects and Davinci Resolve I have attached the simplified houdini file with the sky texture and its ready to render to see where the problem is So, I render the following AOVs from Houdini 18.0.532 using the latest redshift 3.0.27 I render the following aovs as exr: beauty_aux.exr diffuse.exr emission.exr gi.exr reflection.exr refraction.exr specular.exr z.exr The sky image is an exr which I applied on a redshift dome light inside houdini I follow the guideline on how to composite all these aovs into a final image in Adobe After Effects and Davinci Resolve and i place the layers in the following order: diffuse, + gi + specular + reflection + refraction + emission The emission aov ends up showing a dark spot especially arounnd the area where the sub is at its brightest sometimes it even shows an entire dark line again around the area in the image where the sun is supposed to be at its brightest this artifact only appears when I switch my project setting to run on 32bit per channel and even when i try to load the beauty aov exr, i get the same dark spot so this issue is not just limited to the emission aov Then moment i switch the project to run on 8bit per channel, the dark dot and dark line artifacts dissapear but then in Adobe after effects, i end up losing the ability to bring back the sky colour and details, the image ends up looking flat and even when i adjust the curves on the colours, the image remains flat looking Thank you __Sky_Artifact.rar render.zip
  9. Hhahaha Man this is so funny, I didnt expect such sense of humour this morning
  10. Thank you Noobini I know about mops, for me it feels like cheating if i use it because i think it uses presets, i prefer doing things the hard way like you did here by creating formulae etc... that way i can clearly see what exactly houdini is doing Thank you so much once again
  11. Oh My goodness, It works!!!!! Thank you so very much, Noobini All I had to make sure of is that the group node had to have the option of kee in bounding region I then animated the position of this group's bounding region so that it the effect will be animated coming from one side of the object to the other, just as seen in the official video, I have attached the edited file So, you see, Noobini, that the original video actually doesnt reveal much as to how it is accomplished There is just no ways a person can do it using just the group expand node alone Thank you once again, Noobini, I could not have done it without your help Group Expand Animation by Noobini Animated.hiplc
  12. [video]https://vimeo.com/374766297[/video] Hello, everyone I was watching Houdini 18 Launch video and there is a demo showcasing the new Group Expand node in Houdini 18 Is there any one who knows how to make the animation like in the pictures. In other words, does anyone know how to create the animation where the group expand node is making the octopus grow and change colors gradually like a gradient in the example above when I try to just add a group expand, it just selects polygons too quickly, its does not select polygons in a manner which is smooth, gradual or gentle like in the demo video, because in the demo it looks as if it was a gradient gently changing the colors and extrusions the same with the colors animation, how can one make colors change gradually like in the video Thank you
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