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dyei nightmare

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dyei nightmare last won the day on August 12 2017

dyei nightmare had the most liked content!

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About dyei nightmare

  • Rank
    Houdini Master
  • Birthday 09/30/1981

Personal Information

  • Name
    arturo
  • Location
    León México
  • Interests
    Film Making

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  1. "Depths"

    wassap! an artwork i just finished
  2. cinestyle and rendering. has anyone here worked on material recorded with cinestyle in DLSR? I ask because I can't find any information on rendering with these color profiles closer to the raw format, In mantra by default, its hard to match to plate with this color profile in redshift, the texture colors don't seem to match when you have a lighting apparently close to plate. So, then lighters here, can you shed some light on how you manage your pipeline with these different color profiles in mind? the color profile that was used in the material is this> https://www.technicolor.com/cinestyle
  3. La Pandemia de Pandora

    wassap, I am currently working on a short film of my own, where I am implementing many things made in h, it is in Spanish, it is about the problem of harassment of women, which is a cultural problem in Mexico, there are no subtitles for now, sorry hahahaha but it is because it has several dialogues and puns in Mexican slang that in English I would not know how to translate. of course, the point of this is a call for feedback on vfx matters.
  4. pyro sparse not resizing dynamically!!!

    whassap? why the bbox doesnt shrinks??? so i have this sparse volume sim, only advecting density, but the issue is that after my sim grows and then shrinks, it keeps working in the biggest version of it, even when my sim shrinks, my sim crashes because it keeps working hard over nothing, as u can see, and since we dont have dynamic resize in sparse anymore, so i cant figure where to adress, is embarazing even to think that maybe that isnt the problem??? but sure thing is that my sim keeps crashing by working in the biggest version of my sim, but over nothing!!! i dunno if im enough clear.
  5. vellum - it is posible to delete softbodies over time?

    yes but the problem is that using instances in this project is not easy, it is harder to sim with a handfull of items, up to 50, thats why i used a single solid... for some reason is faster
  6. vellum - it is posible to delete softbodies over time?

    deleting point by point doesnt work, because it colappses the simulation, just like i suspected vel_del_2.hip
  7. vellum - it is posible to delete softbodies over time?

    basically i need to delete vellum geometry outside the frustrum so it can simulate faster excluding the pieces outside the frame
  8. vellum - it is posible to delete softbodies over time?

    the situation is this... where i wonder which step follows from this point, to delete geometry outside the frustrum, but inside vellum vel_del.hip
  9. just wondering if its posible to delete vellum soft bodies over time, i kinda suspect that when you delete geometry before creating the solid object, will explode or collapse, due the geometry changing, and when you delete parts of the solid object is even worse, so, could it be posible in any way?
  10. rotating eyes without gimbal lock kinda problem?

    the answer to this was: the snapping is because it is being multiplied by 0 for a short period , so that causes a blank space where noise is not there, but at first glance you could think it is because the axis shouldnt be controled like that, and this is kinda the reason, but it can be a disipated a lot with diferent angle values.
  11. rotating eyes without gimbal lock kinda problem?

    another problem is instance() vex function distorting gemetry, mestela says here that you have to normalize, but that doesnt fix the problem in some cases https://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Rotate_with_a_matrix
  12. rotating eyes without gimbal lock kinda problem?

    im kinda finding an answer, and yes based on the file
  13. whassap, im trying to build a setup where you build a eye rotations, but the problem i find with is that rotate() which seems to be the more viable way, presents 2 challenges when i try to use it: 1.- using the axis normally and rotating with radians: i dont know how to do a smooth interpolations in the axis to turn the eye whichever i want. 2.- using the axis to align the eye so you just playing around with radians: causes a snap effect, that reminds me the gimbal lock like issues, and thats the case of this example from @mestela. https://www.tokeru.com/cgwiki/index.php?title=File:Eyeball.hipnc if you look each eye is "snapping" because the axis determines the orientation, or im wrong? so do you know how to rotate at which ever direction with very smooth interpolation? im trying this type of things: v@inidir = set(0,0,1); v@pt = point(1,"P",0); 3@ident = ident(); 3@secdir = dihedral(@inidir,@pt); f@dist = 1-distance(@P,set(0,0,0)); 3@sl = slerp( @ident, @secdir, @dist); p@orient = quaternion(@sl); matrix xform; @N = 0; float scale = 1; float postrotation = 0; xform = instance( @P, @N, scale, postrotation, @orient, @pivot); @P *= xform; as you can see in the code, im trying to rotate with dihedral and with a falloff decay effect, and then using instance to set up a pivot, but this isnt working. this isnt giving the answer because dihedral() and lookat() by it self arent the full matrix set up, but then which one is the apropiate set up? and all this is not because the eye itself, but the eyelids, basically the question is how do you setup eyelids in a procedural way?, because they belong to the full mesh, but have to be transformed with a very smooth falloff, and im not using blend shapes because im not using skeletons, is part of a procedural crowd.
  14. vellum question

    found the answer, was connected in wrong output, and i blame the magnetic wires think in network, view, houdini trying to guess where to conect everything is just wrong.
  15. vellum question

    can you tell why this vellum set up doesnt work with dopnets but it works with a solver in sops??? vellum_for_od.hip
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