Jump to content

Farsheed Ashouri

  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Farsheed Ashouri last won the day on May 12 2013

Farsheed Ashouri had the most liked content!

Community Reputation

1 Neutral

About Farsheed Ashouri

  • Rank
  • Birthday 08/09/1981

Contact Methods

  • Website URL
  • Skype

Personal Information

  • Name
  • Location
    Tehran, Iran

Recent Profile Visitors

4,877 profile views
  1. Hi guys. You remember Ivy_generator? I fixed some bugs in it and compile it for Linux 64. Also I created a digital asset for animating it. The exported obj files must first converted by hobj.py to a cleaner houdini friendly obj file. Download ORIGINAL 32bit linux version and replace my compiled version with original one. Have Fun and let me know if you have problems in using it. fa_ivy_tool_v4.otl.tar.gz IvyGenerator.tar.gz hobj.0.1.3.py.tar.gz
  2. Export geometry from Maya to Houdini.

    This is another simple tool that exports OBJ sequences from Maya. No need to install extra tools. Add these lines to shelf: try:reload(houExport) except:import houExport houExport.main().houExport() [/CODE] Then select an object and export it. Let me know if you have problems. houExport.0.9.4.py.tar.gz
  3. Wavefront OBJ/MTL

    Some output cleanup. This is final version (I hope)
  4. Wavefront OBJ/MTL

    A little bug fixed. hobj.py.0.1.3.tar.gz
  5. Wavefront OBJ/MTL

    I wrote a little script for this problem today. Guess it might be useful for community. So I share it. It adds materials as groups to .obj file. Usage is simple. python hobj.py <path to your obj file> [/CODE] hobj.py.tar.gz
  6. Speed Up Mantra PBR !!!??????????

    Deleting your mantra node and recreating it might be helpful. maybe you messed up your out node. Also try a higher tile size (64) and optimize your opacity limit.
  7. Houdini 13 Wishlist

    Multi threading for everything! Just now I am rendering out a pop network and 1/16 of my cpus are busy. thats my biggest wish for houdini.
  8. Converting a good Velvet renderman shader for using with Mantra

    WoOw... Thank you for complete answer. And thanks for the hip. I learned alot. The shader is complete for my goal of-course
  9. Skeleton Out For Houdini?

    is that it? any news for bvh?
  10. This setup made my houdini 12.5.371 crash on linux 64. Are you experiencing the same? is there any workaround? ps: add a clould sop after the pop network and houdini will crash! here is the log: Crash report from farsheed; Houdini FX Version 12.5.371 [linux-x86_64-gcc4.4] Traceback from Fri Apr 26 03:05:06 2013 Caught signal 11 AP_Interface::coredumpHandler(UTsignalHandlerArg) <libHoudiniUI.so> UT_Signal::UT_ComboSignalHandler::operator()(int, siginfo*, void*) const <libHoudiniUT.so> UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so> _L_unlock_16 <libpthread.so.0> RE_Geometry::getConnect(int, bool) <libHoudiniUI.so> RE_Geometry::drawInstanced(RE_Render*, int, int, RE_PrimType, UT_PtrArray<char const*>*) <libHoudiniUI.so> GR_PrimVolumeBase::drawSparsePoints(RE_Render*, RE_ShaderHandle&) <libHoudiniAPPS3.so> GR_PrimVolumeBase::renderVolume3D(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_DisplayOption const*) <libHoudiniAPPS3.so> GR_PrimVDB::render(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_DisplayOption const*, UT_Array<UT_IntrusivePtr<RE_Material> > const*) <libHoudiniAPPS3.so> GUI_GeoRender::renderPrims(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_AlphaPass, bool) <libHoudiniAPPS3.so> GUI_GeoRenderGL3::solidRender(RE_Render*, GU_Detail const*, GR_RenderMode, GR_RenderFlags, GR_AlphaPass) <libHoudiniAPPS3.so> GUI_GeoRender::beautyRender(RE_Render*, GR_ShadingPass, GR_AlphaPass, GR_RenderMode) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::renderSingleGeo(RE_Render*, GUI_GeoRender*, GR_RenderMode, GR_ShadingPass, GR_AlphaPass, bool, bool) <libHoudiniAPPS3.so> DM_VPortAgent3D::renderGeometry(RE_Render*, GR_RenderMode, GR_ShadingPass, GR_AlphaPass, OP_Bundle*, DM_GeoSortMode) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::normalQualityRender(RE_Render*, GUI_DisplayOption*, bool, GR_AlphaPass, DM_GeoSortMode) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::renderBeautyPass(RE_Render*, int, int, GUI_DisplayOption*, bool&, RE_Geometry&) <libHoudiniAPPS3.so> DM_GL3PortAgent3D::renderSceneView(RE_Render*, int, int, bool, bool) <libHoudiniAPPS3.so> DM_VPortAgent3D::renderViewport(RE_Render*, int, int, bool, bool) <libHoudiniAPPS3.so> DM_VPortAgent3D::doRender(RE_Render*, int, int) <libHoudiniAPPS3.so> DM_Viewport::doRender(RE_Render*, int, int) <libHoudiniAPPS3.so> UI_Feel::renderMe(RE_Render*, int, int) <libHoudiniUI.so> UI_Feel::doRenderKids(RE_Render*, int, int) <libHoudiniUI.so> UI_Feel::doRender(RE_Render*, int, int) <libHoudiniUI.so> UI_Feel::renderMe(RE_Render*, int, int) <libHoudiniUI.so> UI_Feel::doRenderKids(RE_Render*, int, int) <libHoudiniUI.so> UI_Feel::doRender(RE_Render*, int, int) <libHoudiniUI.so> UI_Viewport::reRender(RE_Render*, bool) <libHoudiniUI.so> UI_Window::renderChildViews(RE_Render*) <libHoudiniUI.so> UI_Window::doRedraw() <libHoudiniUI.so> UI_Queue::doWindowRedraws() <libHoudiniUI.so> UI_Timer::handleEvent(UI_Event*) <libHoudiniUI.so> UI_Manager::handleEvent(UI_Event*) <libHoudiniUI.so> UI_Queue::processNextEvent() <libHoudiniUI.so> UI_Queue::drain() <libHoudiniUI.so> UI_Queue::eventLoop() <libHoudiniUI.so> main_part2(int, char**) <libHoudiniUI.so> main <libHoudiniUI.so> __libc_start_main <libc.so.6> _start <houdini-bin> [/CODE] Seems it's a UI or GL problem. My graphic card is NVidia 9600GT and my driver is latest on Ubuntu. crash.hip.tar.gz
  11. My question is simple, but kind of confusing for me. I use a Renderman shader withs PRman and it's perfect for me. now that I switched to Houdini with Mantra, I really need the exact shader to use in my productions. 1- How can I convert it to an otl file? 2- Is it possible to convert .sl source file to .vfl? 3- what is the difference between rsl and vex? are they similar? 4- Where can I write vex code directly and render it with Mantra? Thank you in advanced! FA_velvet.sl fa_velvet_renderman_shader.tar.gz
  12. waveDeformer

    Great!!! Can you share some info? a hip example?
  13. Houdini On The Spot - Thank You Craig!

    I am reading the book now. Thank you.
  14. How to Transfer a Colored Pencil Drawing on vertexes?

    WoOw.. Thank you all. Filipp you example file was awesome. simple and yet very useful. I truly Appreciate it.
  15. How to Transfer a Colored Pencil Drawing on vertexes?

    Any examples? there is one in docs, but it's kind of footstep example. I need to retain colors on points. anyway to save a point color and add it to the next frame? Thanks.