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dyei nightmare

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Everything posted by dyei nightmare

  1. Controlled FLIP tornado (whirlpool)

    looks like some spiral velocities pulling some flips
  2. 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
  3. Rock formations

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

    looks interesting, like some sort of thing inspired by transformers
  5. ¿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
  6. 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...
  7. WIP - ok++'s softbodies RnD + .hip files

    thanks a lot!!
  8. 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
  9. 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.
  10. 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;
  11. 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
  12. 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.
  13. that... is it posible to change code color in the wrangle sop? if yes, how?
  14. how can I render with IFD?

    post your scenne file maybe i cant help you, i will tell you good settings for that
  15. 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
  16. whats the correct way to asign Cd to an array?

    thanks a lot, whats the diference with pcopen? i dont see in reference which cases are better to use pcfind or pcopen
  17. Need advice from Houdini users.

    i disagree, when you start getting into real life situations with houdini, you realise that houdini is the most technical software out there, if you think that you will do everything pushing some buttons and voila, you are in the wrong place... vex is now the bread and butter here and you know that you have to do some for and whiles here and there...
  18. Need advice from Houdini users.

    if you want to get in on houdini, forget 3d max and maya, i started on that way, and is the worst... because maya is one-button-click-solution... no no, in the kingdom of houdini you NEED TO KNOW MATH trust me, if you want to do even simple operations you need to use dot product and vectors A LOT, remember your school maths and you will be fine here ahh and you need to know programing, vex is becoming must
  19. When is a network too complex?

    i dont see the problem with complex networks, the real problem is when you dont have networks at all and all is a black box...
  20. i have redshift installed but i dont like to use it i feel like im in maya with one click solution, i like the hard way, the way of the cowboy, i will stick with mantra
  21. i just wanna know what im doing wrong in this setup where i want to implement FEM + SBD spring constraint, or if is there any bug in the houdini version 16.0.504.20 on this subject. i tested it with wire objects and it works just fine, but not with fem. fem_spring_constraint.hip
  22. hi, i have a question, im to lazy to post a file because my set up is so fat and messy right now, but basically i have a cloth (fem) simulation with a sop solver with some vex driving some atributes like pintoanimation, and i have another bullet solver simulation with another sop solver passing some attributes via transfer attributes sop, they are merged with mutual interaction, and then influenced by wind and gravity dop, the set up is giving very wrong results, but i think is kinda logical because there are two diferent dop objects trying to interact and controled by two diferent sop solvers. so my question, is... how can you deal with two simulation objects ( cloth and rbd object) that are influenced by two diferent sop solvers?? is there any example out there? or some directions?
  23. ohhh i found the answer, the problem was something that houdini itself warns you about, you cant merge diferent solvers with packed primitives, it just goes wrong, but i bet that everybody wants the best of two worlds, fast simulations from packed primitives with diferent solvers working fine together, so... i think that sesi should work on that. cloth_rbd_interaction_fix.hip
  24. Bullet Soft Bodie in Houdini ?

    great examples, is somewhat ironic and sad that constraint relationships works a lot better than cloth in terms of collisions, i was thinking that houdini was the best in terms of cloth
  25. hahahaha just noticed that fractured object is based in rbd packed object too, im fuck**up
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