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    Matteo Murgo
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  1. Hi, I'm having this issue where (I think) the hairgen is scattering along the density attribute I made with an attribute paint, causing each strand to move randomly on a deforming mesh imported with an alembic file. Any solution for this? *(SOLVED) - it seems that with an obj sequence, the guide deform works correctly and doesn't make the any unnecessary scattering towards the hairgen density area, but i'm forced to use a guide sim for the simulation, if anyone find a way to bring the guide deform into a vellum dop i'll appreciate it.
  2. Hi, thanks for the reply, also tried a guide deform + guide sim and made it work, i'm gonna try this one solution too.
  3. Hi everyone, I'm trying to transfer my guides from a geometry to another one which is located somewhere else in the world space and it works with the guide transfer through uv's matching. The Vellum Sop works fine during the few frames where the second mesh stays still in t-pose, but once it starts the animation, every guide created from the hairgen starts flipping around. I tried to reimport the mesh as an fbx, alembic cache, obj sequence, but nothing actually worked at all, so I decided to make a sphere and made the same process and it worked fine. I don't actually know if it's a problem related to the skin of the rig or I should try another method, maybe through the dop network. Tried on a different file with only this mesh imported and even without the guide transfer it has the same problem. Might need some help for this one, because is causing me headaches. I'll leave the hip file with the alembic mesh if anyone wants to try and solve this for me. Thank you in advance. alem_10_fenrir.abc pr_fr_v005.hip
  4. Hi Sepu, thanks for the info, i'm running on the 3.0.31, might be the reason
  5. Hi, I'm trying to render the deep aov with redshift, but when I export it as an .exr in nuke through the deepread node, it says that I don't have any data regarding the deep layer, when I render the pass in Houdini it's just black, but it should somehow get the informations about the geometry location in viewport, am I missing something important related to the camera or the objects/matte exclusion in the redshift rop node?
  6. Wow... Thanks Sepu, would you mind sharing the maya file so I can get a look on the nodes? Really though, awesome, you literally saved my thesis.
  7. Hi, thanks for the reply, i'll share the file; I managed to install redshift, but I don't actually know how to work with Bifrost at all, exporting with an alembic file creates one nurb inside a group and I can't do anything with that, other than the fact that I can't move at all in the maya viewport. Beard_groom.zip
  8. Hi, thanks for the reply, been busy whole day; shared a couple of screens, not sure if i'm exporting correctly, I discovered that my redshift version doesn't support the 18.5.408, so I moved to 18.0.597, tried to use a @width in the polywire node to keep the same wire radius throughout the hair. Exporting only nurbs doesn't render at all with redshift in maya, other than that i'm not sure if the path for the plug-in is installed correctly in Houdini.
  9. Hi, i've been trying to export my fur from Houdini to be rendered into maya with redshift through rop alembic, but when I cache the nurbs they don't render at all, so I tried to convert the fur with a polywire and exported in fbx. It works, but it's still a polywire, what am I supposed to do to maintain the original fur? (Tried to install redshift in Houdini for a proxy export, checked the .env file with the correct path installation, but the plug-in won't show off in the houdini shelf). Should I try to cache in bgeo and make the hairgen a digital asset with Houdini engine or there are other ways to make this work? I'm using Houdini v. 18.5.408 and redshift v. 3.0.31.
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