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papicrunch last won the day on May 28 2015

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About papicrunch

  • Birthday 09/27/1980

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  1. With vray the other solution is directly cache you particle in alembic and use vray proxy alembic in maya. It s read and render point as particles. For arnold directly cache in ass with good attribut name, and load the ass in maya Have fun
  2. I think no the renderFarm is log with other account, but if that was the problem, why not on all frames ?
  3. Hi, I have a problem when I render over the network. We use deadline to submite ifds and I have some randomly error with frames (about 1/50) . After that frames are impossible to calculate. Sometimes is because the frame already exist and is lock, sometines is the ifd that is lock and can't be acess or sometines is the bgeo cache file itself that is lock. When I said "lock" i said on windows I can't read, rename, move, delete the file. I need to go on mac to delete the file. I don't know if the problem come from Houdini, or some lock system on server ... ??? I wan t do know if someone already had this kind of problem. thank you have fun,
  4. that look really nice ! congrats. Can you tell us what are the "good reason" to use cop ? have fun, Thomas
  5. sorry you need this otl too ... have fun pa_texPc.otl
  6. Thank you, For this type of project, landscape with procedural control of texture "inception" in multi scatter clarisse is reqlly powerfull. For example we scatter variation of spine on cactus, then scatter this "combine" object on terrain and next we can can control the emit light of each cactus and each spines. Really impressive and easy to use. Also clarisse can eat any numbers of polygons without any lod tricks or users intervention. The sound design was done by Thomas Vaquié without any use of chop, it s really impress me ! Have fun Thomas
  7. hi, I have the pleasure to present you Dry Lights directed by Xavier Chassaing, a good friend. This is an experimental film that was rendered on Clarisse (isotropix). As you may know in Clarisse you can't do much whitout database of assets. Most of them are procedurally generated in Houdini. - We created otls to generate any numbers of jusha tree, cactus, rocks, etc ... - The terrains are come from dem maps and then resample with help of vop/vdb (analyse curvature/slope/altitude/noise ... ) to add details. - the volumetric are generated and exported to vdb - we have made fluids simulations to drive some of the lighting effects specialy at the end and the waterfall sequence just sit in the dark then listen and watch Hope you like
  8. here the file, I never finish the asset but you have the concept. have fun texturePC.rar
  9. It s look really cool ! congratZ, Cant wait to see the short, when you release it ? Have fun Thomas
  10. Hi, You can also scatter some points on surface, and in rendertime generate uv around them with the help of pcOpen and some math. I not front of my computer but i will try find my file. Havd fun, Thomas
  11. Hi, Some Images from an upcoming short film I'm directing with Sebastien Eballard and Dor Shamir. All is rendered in Mantra, we use Zbrush for modeling, and maya for animation. The snow and vegetation are procedurally created in houdini. For the fur I use blender to paint guides then some vopSop tweak to add details. hope you like. first compositing basic environement test for fur some details on cliff the snow is a volume and surface with custom flake shader on it base procedural snow drive by slope/curvature/proximity and different noise Have Fun
  12. You can create any variable for your hip in alias/variables menu. Me I use $JOB set on maya project. The advantage to use this preexisting variable, is that you have directly acess to it in file browser as $ HIP. You can also create for example an $ACTORS set on assets etc ... Have fun Thomas
  13. Hi 1nd welcome to houdini you need to CAP your attribute : $TESTATTRIBUTE you can see how is map your attribut by right clicking on a node and look under detail Habe fun Thomas
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