Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


yongbin last won the day on August 29 2013

yongbin had the most liked content!

Community Reputation

23 Excellent

About yongbin

  • Rank

Contact Methods

  • Website URL

Personal Information

  • Name
  • Location
    Seoul, Korea
  • Interests
    all the things I can do in houdini.
  1. JOB variables problem with setenv

    I checked help document, it is hou.allowEnvironmentToOverwriteVariable("JOB", True) in houdini16
  2. Sorry, I exaggerated a bit. But I think we are frequently dealing in millimeter. (edge of an product?) And if we think maya's unit as a meter, maya's viewport is not working well in millimeters.
  3. Is it easy to scale back the scene? What method do you use?
  4. Hello, We are in stuck to find good approach for working with programs that has different unit system. We use maya, houdini, katana and nuke and they have different unit systems. Maya has centimeter unit system. Houdini and katana have meter unit system. Nuke does not specify their unit system. Scene generated from maya is too big for houdini and katana, and raise many issues. Dynamics are unrealistic in houdini, light are too bright in katana. Currently we scale down whole alembic scene (which is made in maya) as soon as we import it in houdini. (With some camera tweek.) Maybe similar solution could applied to katana. (We are not exploring yet.) We can work that way. But our compositors is not happy with it. Because they have to composite images rendered in both maya and houdini. Channels containing z or vector are different, and 'deep image' is not matched, so they should scale it. They want unified images even if they render from different programs. So we tried to change maya's unit system to meter. It failed because it's viewport does not properly working with small objects. (say 0.0001m). And alembic export has bug that it does not working well with meters. What would be alternatives? Does anybody use centimeter unit in houdini? (and katana also?) Please let us know if you have better solutions.
  5. How to create blobby shader in houdini.

    Hi, sebkaine, Thank you for the site. It looks great!
  6. How to create blobby shader in houdini.

    Thank you for the suggestion, kungFu. Unfortunately, I want render lots of points. (flip fluid, at least 10 million), I observed it's quite slow to render that amount of metaballs. But maybe I'm wrong. I don't know there is any advantage when I use shaders over metaballs. Do you know about it?
  7. Hi all, With given points, how could i render it like blobby object? Could I make blobby shader with material node or cvex shader? Or maybe in HDK? Thank you.
  8. Thank you for your kind reply! The page looks like a great article! I will look into it!
  9. Hi, Stalkerx777. Thank you for answer for this! But I am really a C++ primer. So, all the type conversions break my head. I have questions about the conversions. 1. How can I sure the static_cast (GEO_Primitive to GEO_Curve) is safe? I've heard static_casting base class to derived class may somewhat unsafe. 2. Why did you use castTo() method for GEO_Curve to GU_Primitive? It seems they don't make any relationship in perspective of class hierarchy. Is it possible to conversion? 3. Why did you use (GU_Curve *) instead of static_cast<GU_Curve *>, although (GU_Primitive -> GU_Curve) looks similar to (GEO_Primitive -> GEO_Curve). It is hard to understand about C++ conversion even if I've read some documents about type conversion on web. (In C++, usually class hierarchy is too big and have so many conversion methods!) Thanks in advance!
  10. Hi, edward. That works like a charm. Thank you very much for your help! I tried this before, but my fault is that I didn't open type property window when I export handle to digital asset. Even I notice there is a warn window for that!! shame on me. Thank you again!
  11. Hi, I have a question about an otl handle. I want get the handle from it's inside polyextrude node. But I don't know how can I export it. I manually made handle and mapping to polyextrude node (from Type Property > handles) . but it appears in a wrong place. Is there any good method for this? I will upload my scene. Thank you! hairfarm.hipnc
  12. Have you tested opchange hscript? Try open hscript textport, and type follow. opchange /media/data/proj/int/Dec2013/seq1/assets/stand_rig \$HIP/textures It might help you. But if you think something go wrong, just Ctrl-z or don't save file and quit. * sorry, I miss spelled textures -> textrues, I corrected it.
  13. Thank you, animknight and TxRxFx. When I said "not complete", I mean there are many rop nodes and sometimes it will added or changed. so, I felt It isn't complete. But if there isn't a generalized method. O.K. I will use conditions or, spare parameter. As you suggested to me. Cheers,
  14. Hi, I am writing my own render script. It should be applyed to every hou.RopNode node. But each node, it's parameter name is different. For example, mantra->'vm_picture', rop output drive->'sopoutput', file cache->'file'. I can iterate and find exact one, but it seems not complete. Is there a generalized method for it? Thank you.
  15. Hi all, I have a question. If I pelted my exterior uv by hand, how can I pelt my interior uv fit for exterior uv? It should done procedurally. My question better explained in my sample file. If anyone know some clue, please help me! Thank you. uvunwrap_only_interior.hipnc