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About Alkos

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  1. Ripple Velocity to Flip Tank

    Hi, I have already passed the velocity of an Ocean to a Flip Tank, like this tutorial shows ( ) using the velocity from the "Ocean Evaluate" and a Sourcevolume. it works very well.... But now I would like to do exactly the same with a ripple solver, and even though the mesh has velocity on points, I can't pass the data to the SourceVolume node. Anybody has an idea please ?
  2. Batch render geometry node

    Thanks a lot for these informations. It's clear now !
  3. Batch render geometry node

    it sounds perfect! That's exactly what I was looking for. I will try tomorrow morning. thank you! Just a last question. Do you know what is the license policy of sideFx about those batch process ?
  4. Hi, I have a hip file with several out geometry nodes which generate different geometries at each frame. I would like to batch (command line) my houdini file on a renderfarm. I don't care about pictures or Mantra job, geometry nodes are my only goal. We have our own dispatcher in my company, and I just would like to execute some out-geometry nodes in my hip file. Is there a way to do that ? What is the classic worklow ? Because in the documentation I can only see Mantra or Simulation batch info ;( This is the first production I do with Houdini (we generally use Maya, and even if I know a bit Houdini, I have never used it in a production environment, network, renderfarm etc...) and I'm a bit lost on batch / renderfarm issues with houdini and nobody can help me here. So, I'm really interested to be advised about networking setup with houdini in different studios. Thanks in advance !
  5. Scripting Digital assets

    I'm also interested in that problem, so if anybody knows a solution I would be really grateful ! thanks in advance !
  6. Hi everyone, I'm new to DOP but I'm used to work with SOP nodes. I think it's a really basic question but I can't find a solution. I have a complex copyNode in a Sop which generates several low definition models (some boxes). But offcourse I have some geometry overlap because of the high number of copies. I would like to scale them down to 0.1 and let them go to 1 during 100 frames, to collide them during that time and keep their last position to continue my model in a SOP without the overlapping . I don't know how to get the flexibility of the copy node (SOP) and to create DOP objects which are able to inherit of their own transformation (in my example, it's just an animated scale) I have tried to use the "copy objects" and "RBD State" nodes (DOP) but they seem to be limited compare to the classic copy node. furthermore I can't obtain an animated object in the DOP (even when I use the "Use Deforming Geometry" or "use Object Transform" option on the RBD Object node) Could someone help me please ? I will be really greatful
  7. Renderman AOV and SLbox

    Hi, Thank you so much for your hip file ! and sorry for the late of my answer but I haven't got free time at this time. I do some tests to understand why it doesn't work in my scene. I will post again in few days when I will have something more constructive thank you !
  8. Renderman AOV and SLbox

    Hi ! thank you for your answer... but ... to be honnest... I'm still fighting with my AOVs I have tried many different solutions and have always the same result >> a right beauty in a tif file and my AOV in another tif file. but the AOV is wrong (black or almost black). Sometimes it looks like if it was a quantize problem. I have tried with 0, 255 and 65535, with tif and exr but nothing works. So, I'm really interested in your hip file just a ball outputing a varying color aov would be great I guess I'm doing something wrong with the houdini UI.... but I don't know what.. the inline node seems to be pretty good to do an SLbox... I will play with it in few days. thank you. My hip file >>> AOV.hip it's just a simple scene.
  9. Renderman AOV and SLbox

    well... Nobody seems to know the answer... really?? Nobody has tried to output custom AOV without hardcoding a full .slo??? so I wait few days and I will post on the rendering forum. I hope I will have more result. If somebody could point me in the right way I would be really grateful. Some complicated explanations don't bother me because I'm familiar with renderman since many years;) I guess that my problem is basicaly a houdini workflow problem. thank you.
  10. Renderman AOV and SLbox

    Hi all, I'm new on the rendering part of houdini and I'm especially interested in the renderman tools. Mantra seems to be a really cool tool but will need a longer learning. So what I try to do is to output a custom AOV (like a simple color parameter) with the same render process than the beauty. I create a material node in the shop then I jump inside and create a VOP RSL Surface Shop. Then I create a lambert node and connect the clr output to the Ci output. Everything works great. Then I create a named color parameter with export as "always" (the same workflow than Mantra output). In the Renderman output node, I create a Ri AOV and call my Named parameter. When I render the scene, just the beauty is good, my others ouput write some bad tif files I have also tried to call my parameter like this: varying color myParameter but nothing better So , is there a way to do this ? am I doing something wrong ? then I have another question I'm wondering if it is possible to do some RSLbox (like slim) and how could I write my own renderman node for houdini ? it's really difficult to find a good documentation on those nodes ;( thank you !
  11. VOP SOP nearest point

    Hi, and sorry for the late of my answer (I was busy this weekend) thank you for your time and the hip file. it's really useful ! that 's exactly what I tried to do. you're definitively my vex tutor I learn a lot with your help. Specialy I had no idea that Npt didn't work.
  12. VOP SOP nearest point

    Hi all, I'm still working with VopSop tools. Now I'm trying to move the points (with a "mix" parameter) of my first geometry to the nearest point of the second geometry. here are 2 snapshots of my VOPsop: the "base" and the "for loop". vop_Level_image forLoop_Level_image So, What I try to do is: for each point of the first entry I'm trying to compare the distance between that point and all other points of the second entry. I would like to do a forLoop which return the nearest point position of the second geometry. then I mix the two position with a "shift" parameter. In the forLoop what I try is: for each point of the 2nd geometry, get the position value, compute the distance between the current position and this point, if it's smaller than the "distance" parameter (initialized at 10000) then distance is equal to this new distance value, and position is equal to this new position (outputing in "result" parameter) But... it doesn't work !! I still don't understand which value does a loop and wich doesn't ! it's really annoying !! Any help, or explanation would be really welcome thanks Hip File
  13. VOP SOP neighbour

    Woawwww !!!! you're so fast !! I'm gonna analyse your vop and try to understand what I did wrong. thank you so much !!! that's exactly what I tried to do !!!!
  14. VOP SOP neighbour

    Hi all, I'm new to this forum, even though I read it for a long time now I have posted the problem on the SideFX forum but nobody seems to answer... so I try here and hope I will have more result. I think there are some really good houdini geeks around there so I'm trying to do a VOP SOP wich could return the smaller point ID of the neighbours of the current point, but whose ID would be greater than the current point. ex: current point is 43 neighbours are : 52 , 58, 37, 25 return 52 why ?? I'm trying to orient my point normal , looking at the smaller neighbour. The problem is that $PT+1 is not allways a neighbour. I guess it could be easily done in script, even though I have never scripted in houdini. But my goal is to find a full houdini solution. So I created a VOP SOP, computed the neighbours of $PT using neighbourCount node and then I found, I guess Wink, the neighbours's ID with the neighbour node. Now I'm trying to do a ForLoop wich compare and return the value.... but I think that my main problem is a "worflow" problem... I don't know how to connect all the forLoop nodes and it's really hard to find documentation and examples of VEX nodes. It's a little bit annoying because it's really simple to write it in full script Smile Any ideas would be really welcomed !! many thanks !!