
bentraje
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[SOLVED] Hair doesn't render by default in Houdini Mantra?
bentraje replied to bentraje's topic in Effects
@Librarian Thanks for the file. I think the problem is on my end. I matched the settings for your nodes, except for the Redshift Obj Tab. (I don't even use it, I just installed the Demo and I only render in Mantra and not in Redshift). So I guess its a bug where RS interfers with it. Anyway, I managed to render it with Mantra by changing the Render>Hair Generation to Use SOP Geometry -
[SOLVED] Hair doesn't render by default in Houdini Mantra?
bentraje replied to bentraje's topic in Effects
@Librarian Thanks for the response. Where do I see this "uncheck attribute thickness "width" ? I think its not on your screenshot. -
Hi, I tried the Hair Shelf Tool. 1) Create a Grid 2) Click the Add Fur Button 3) Render with Mantra It renders the grid properly but not the hair. Am I missing something? 2021-04-07_18-34-35.mp4
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Hi @underscoreus Unfortunately, I couldn't get it with the polycut sop. What I ended up doing, still a bit "verbose" but it works. Basically, separate polygons per primitive (through blast node) then combine them with fuse node with the edge group.
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Hi, There is an existing thread about this topic back in 2017. It works but it is somewhat a roundabout way of doing it. I was wondering if there were node changes since then to simplify this workflow. For example, I can easily disconnect faces and points using only the Facet SOP with unique points enable. Unfortunately, Facet SOP only accepts points and face groups For references, here is what I mean by disconnecting edges (in C4D as illustration): disconnect.mp4
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Hi, HDCycles has a github page but I think I have to individually compile it, and I'm not really well-verse with that. It would be nice if it was just an easy and copy. Has anyone use the cycles for houdini?
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Thank you for sharing! Really helpful.
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Hi @markinglevfx @bunker I only have the indie and noncommercial version. So had to ask a colleague to open it for me. The file works as expected. It also works with vanilla volumes (i.e not VDB) although I seem to have more appealing result with VDB. Thanks have a great day ahead!
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Hi, Is there a way to advect points on a SOP level? I understand that there is a VDB Advect Points. I couldn't get it to work. Even if I do, I think its a bit round about way to "advect" points, at least based on the documentation (i.e. uses vdb from polygons, vdb analysis). Just wondering, if there is a simple node/process to do this like the "Pop Advect by Volume" in the DOPS level.
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Thanks for the file @Librarian. That is some high level set-up right there. Lucky Dee from the tech-artist slack group also provided a file on just a simple sweep rather than the poly expand. taper_polyexpand_sweep.hipnc
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Hi, Is there a way to properly taper a PolyExpand node? I'm planning to have a pseudo procedural ornament and I need the ends to tapered. I'm using the local attribute "offsetscale" to have variable width/offset but when I set it to zero, it just offsets unexpectedly. You can check the illustration of the problem here spline.abc taper_polyexpand.hipnc taper_polyexpand_illustration.mp4
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@Librarian Interesting set-up specially the use of edgedist. Thanks for the file
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Ah. It can be done through PolyExpand and PolyExtrude. Kindly ignore this thread. Thanks
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Hi, Is there a way I can procedurally create a beveled geo (like the one below) from just a spline input?
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[SOLVED] Inherit Position from the SOP level to POP/DOP level?
bentraje replied to bentraje's topic in Effects
Hi @underscoreus Thanks for the file, interesting set-up specially the second one using attribute wrangle. Really self-explain things rather than the built-in pop forces. RE: has to have the same amount or more points than the points that go into the sim itself, For this one, I guess we can set-up a separate ID based on modulo. For example, 500 points in Object A and 1000 in Object B. It would be new_id = 1000 % 500 or something like that so the 1000 points will be mapped to 500 perfeectly. RE: Hope this can be of some use, good luck! It did. It works as expected. Thanks again. Have a great day ahead!