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dleonhardt last won the day on December 13 2022

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    Dennis Leonhardt
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  1. This doesn't work in Redshift. You need to rasterize your particles into a volume.
  2. Noise on the repellents is just a simple rand() running over the repellent sphere. To change it you just need to modify the @noise attribute in /whitewatersolver/emit_repellants/set_attributes.
  3. Get rid of reflection and render your particles as Uniform Volume instead.
  4. "-primary" on the Render Visibility parameter on Render Geometry Settings.
  5. You can. But you need to make sure that Houdini actually exports the line to Mantra, by adding it to the "Force Objects" parameter, but you also need to disable visibility by leaving the "Render Visibility" parameter on the object node blank.
  6. Try assigning a Karma Volume VOP to the particles.
  7. You can connect a Bind Export VOP anywhere in the shader and use whatever goes into it as extra AOV. dl_fire_problem.hipnc
  8. dl_particles_camblur.hipnc Quick example of how to bake camera blur onto particle trails.
  9. The Ocean Spectrum will expect special attributes if you want to go this way. To drive the Amplitude by hand you need to disable the Amplitude parameter on the Ocean Spectrum and create the @amplitude attribute on your scattered points. Or you can instead modify the @amplitude attribute created by the Ocean Spectrum before it goes to the Ocean Evaluate.
  10. Would be nice if you could post an example alembic, so people can try to find a solution.
  11. Probably because primitive spheres are already a single primitive, so packing them is causing some janky interactions. There's no benefit to packing primitive spheres.
  12. Click on the gear icon of the Uniform Volume, at the bottom there should be all the presets for the Material Builder, Ocean Volume is one of them.
  13. That's because you need Ocean Volume, not Uniform Volume.
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