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Everything posted by Gigglebooster

  1. Volume collisions showing grid shape

    Hello. I'm trying to practice the entagma colored smoke video but whenever my smoke collides with the donut shape it gets this weird square shape. It looks like voxels, but it only happens when the smoke collides with the object. I've tried different objects, in my hip file and image I just have a sphere for the collider object and I'm still getting this issue. I've tried changing the particle size for the pyro source and all the other settings on that, the volume rasterize attributes, and changing the division size on my smoke object but nothing seems to fix this. I tried changing the static object settings as well but nothing. Has anyone else had this issue? I've seen other people with similar issues in the past but haven't been able to find a resolution yet, thx. I'm rendering in redshift too but have tried messing with all of the settings in the shader doesn't seem to be an issue with that. Attached screenshot of issue and hipfile. Testing.hiplc
  2. Max render resolution?

    Hi. Is there a max render resolution for Houdini Indie? I've been looking for awhile and haven't found one. However, if I render at a larger resolution than 6000x4000 Houdini crashes. Doesn't matter if I have anything in the scene or a full scene so I feel like it's not a VRAM issue. Can't tell if this is a limitation with Houdini or an issue with Redshift, thx.
  3. Redshift smoke issue

    Hi. Could someone please help me with rendering this smoke in Redshift. I'm able to render the smoke correctly on the 1st frame, but then as the render goes it starts to cut parts of the smoke like it's being clipped, but it looks correct in the viewport. I've tried changing the settings in the material and light but can't figure it out. I watched the Entagma video on rendering volumes but he didn't appear to run into this issue. I attached my hip file on this, any help would be appreciated, thx. PyramidSmoke.hiplc
  4. Color disappears after adding instancefile

    Nvm figured it out, it's answered at the end of this video in case anyone else is wondering -
  5. Hi, sorry if this has already been asked haven't been able to figure it out. Is there a way to keep your color after creating an @instancefile attribute? To clarify, I'm using Redshift and when I create an @instance attribute and point it to my object the objects @Cd will come through in the render, as long as the object the @instance attribute is pointing to is using a shader that has an RS point attribute node plugged into it. However, if I create an @instancefile attribute instead and point it to the .rs file I exported to my harddrive it will not show this color. Is there a trick to getting this color to show? thanks.
  6. Ah gotcha. What I meant was that I didn't realize you needed a loop at all for this, I was just trying to reference the null without one and it wouldn't work. Good to know too tho thx!
  7. Hi, I've been stuck on this issue for awhile. I have a line and I'm giving each point a float attribute called test, it goes from 0-1. Then, I'm copying torus on to those points, but I want to make the y radius of the torus equal to the @test attribute of the point it's being copied to. So one end would have a radius of 0 and the end would have. I'm trying to use a point function to do this but can't get it to work, here's the function I'm using in the radius y parameter of the torus - point("../OUT_POINTS/", 0, "test", 0) Any help would be appreciated, thanks. question.hiplc
  8. That's exactly what I needed Noobini ty! I didn't realize you had to add the node you are referencing to a for loop like this
  9. Hi thanks for the reply. I understand what you are doing now, but I'm still not getting how to reference the parameter of the the geo being copied. I understand that pscale can be adjust on the points before it's being copied to effect the overall size, but for what I'm trying to do I only want to effect the y radius or y scale of the torus and not the entire size. Also, I want to plug that into a point VOP and setup a ramp so that I can control the attribute that is effecting the radius size. That's why I wanted to create the test attribute and use that, so that I could then use @test in a VOP and control that. Is there no way to directly reference the attribute of a point it's being copied to?
  10. Yes, that's what I'm doing for. How did you do that? Basically, I'm trying to make the radius change based on the float attribute of the point it's being copied to. The float attribute in my scene is called @test, so I'm trying to set the radius y as the @test attribute so that one would have a radius of 0, and then the next .1, and the next .2.
  11. Ah cool! Glad you figured it out. I'm the one who responded to you about this in the houdini reddit thread on this. Didn't know how to fix it exactly but figured it had something to do with triplanar textures. My textures from Quixel were coming through as triplanar and I had a bunch of issues with them sliding when my objects moved, once i got it off triplanar to a normal texture it fixed the issue but wasn't sure how to fix it in your situation.