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dyei nightmare

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Everything posted by dyei nightmare

  1. classic retro grid 80s sci fi: best approach

    hahahaha totally forgot to put mate on it, and with a chrome text ------> retro.hip
  2. classic retro grid 80s sci fi: best approach

    there ya go: ----> retro.hip
  3. Patronus Charm Effect

    is very situational, i have on schedule to do something like this, too
  4. Creating a skinn shader using Houdini 16.5

    the real question here is, how do you render SSS skin in a decent render times
  5. recently i saw a lot of people in FB wearing houdini cloth related to the last event in sigraph, and i would like to get t shirts like that. i think that sidefx should have an online store where they could sell t shirts and cloth related to their events and related to houdini im sure that they will have a lot of customers here
  6. Houdini cloth, where? (i mean real cloth)

    great where is it?
  7. Leaf Shader - How to get realistic translucency?

    PBR difuse has the option to create translucency
  8. Explosion effect with particles

    i will you show you how its made
  9. Houdini 17 Wishlist

    1.- A BETTER DOCUMENTATION have you seen the new docs? some nodes only have 2 poor lines of explanation. 2.- FAST INDIRECT ILLUMINATION WITHOUT NOISE the great weakness of houdini is not organic modeling neither animation, the great weakness of houdini is rendering second bounces and indirect illumination, we shouldnt go to redshift for a decent FAST render WITHOUT noise
  10. Controlled FLIP tornado (whirlpool)

    there you go!! this will help you tornado_v01.hip this also will help you flip_parting_the_water.hip
  11. Controlled FLIP tornado (whirlpool)

    looks like some spiral velocities pulling some flips
  12. Rock formations

    ur welcome, anyway you dont need always to have so high res geo, basically mountain sop can give you a lot of variations
  13. Rock formations

    is a collect of noises, there you go... cave_for_odforce.hip cave_for_odforce.hip
  14. The Cube

    looks interesting, like some sort of thing inspired by transformers
  15. ¿what exactly does VDB renormalize SDF?

    ¿what exactly does VDB renormalize SDF... and VDB analysis? i think the documentation is very poorly explained on general, explanation on some nodes sounds even "etherical" or "mystical", because is not very well explained, in past versions they had direct links to help files related to that node, why they removed that? i think the best improvement to this sofware could be a better documentation... for example, in php.net, you have that great option where users can post examples of the code related to that function at the bottom, i think something like that could be great in this sofwtare. http://php.net/manual/en/function.array-combine.php
  16. hi, im trying to aproach a look like these images, but with no luck, im using cloud fx tools in some scattered points, but i get very coarse features and rough details, im not getting that smooth look like the images below...
  17. WIP - ok++'s softbodies RnD + .hip files

    thanks a lot!!
  18. Galaxy

    im in a project where i have to do a galaxy too, i did some tests, lemme se what i have so far on that matter
  19. whats the correct way to asign Cd to an array?

    this is weird, i dont remember when i asked this, but ive found that pcfind is a lot faster.
  20. i have this in a wrangle, and i want to asign the Cd value only to the points returned by the point cloud, what is the correct way to do it? i have this atm, but whats then the apropiate syntaxis to do it? edit: setpointattrib doesnt work in this case i dont know why... it just assign Cd to everything int hnd = pcopen(0, "P", @P, 1, 3); int sourceGoals[]; int valor[]; vector valorcd = {1,0,0}; while(pciterate(hnd)){ int sourceGoal; pcimport(hnd,"Pnum",sourceGoal); push(valor,sourceGoal); push(sourceGoals,sourceGoal); } foreach (int i; valor){ @Cd = valorcd; } i[]@ptvalor = valor;
  21. Toms "Learning Houdini" Gallery

    really inspiring, im really inspired by this to do art like this, ive been so technicall latelly, ill get more artistic, thanks
  22. im surprised with the high levels of noise you get with indirect SSS in principled, classic, and pbr shaders, but im most suprised that sesi does nothing about it... cleaning the sss-pass with the SSS_quality samplings thing locally in the geometry itself or mantra node doesnt help, as you know the render times increase a lot, (noise level doesnt help here, dont bring it) at least 5 or 6 min per frame... and if you have to render 1000 frames with motion blur at 1920... this absolutelly is useless... seems like if you want to render in mantra you have to get used to render for at least two weeks including nights... i see indirect lighting-sampling as the greatest weakness of this software, and no, you cant argue otherwise, there is no justification for this. as long as sesi doesnt fix it, they are giving free market to other third party render software, like red shift, without anny need. i could use redshift, i have it instaled, but why sesi doesnt fix indirect light sampling times? im even surprised at this line in the help docs: "Avoid judging PBR noise based on low-resolution test renders." WHAT??? seriously?? you cant say something like that!! you are admiting a real problem, and seems like it wont change anyway... i see everyone and their dog jumping to redshift because sesi lazyness or something to not fix mantra, and it clearly says whats lacking mantra here... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- so after this rant, i wonder for a solution... are there any way to export a custom matte pass where you can export only the visible part of indirect lighting with all the direct lighting in matte?? in this way you could export direct lighting passes with low sampling because you wont have noise and the visible indirect lighting geometry in a separated pass with high sampling values but only those areas where direct lighting is not prseent... i mean a way to export direct lighting pass without indirect lighting areas present and another pass where you can export indirect lighting visible areas where direct lighting is not reaching... so you can export the direct lighting pass with very low settings and the indirect light pass with higher settings but only those visible areas where direct light is not present. something like a direct shadow pass negated and multiplicated by the indirect light pass im not sure if im being enough clear here, but i think that could be a solution.
  23. that... is it posible to change code color in the wrangle sop? if yes, how?
  24. how can I render with IFD?

    post your scenne file maybe i cant help you, i will tell you good settings for that
  25. whats the correct way to asign Cd to an array?

    thanks a lot thats great, is pcfind able to retrieve another channels besides position? if so, there is no need anymore to have pcopen