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br1 last won the day on February 27 2017

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  • Birthday 07/23/1972

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  1. If you actually build a hda out of a few rigpose nodes you can have it display the controls of those nodes at the same time. I'd suggest you to look at these youtube videos which will give you a good idea of how to set it up
  2. Hi Connor, I noticed the same kind of issues with my character, so I decided to try with the "Erik" character available on SideFX's website. The results look similar although I had to change a few things, like increase damping and exclude COM from the transforms. I attached a hip file if you want to have a look. erik_balance.hiplc
  3. Hey, I reported a similar issue to SideFX. Even with nearly empty scenes I had really slow flipbooks. It tuned out to be a licensing issue. I was using the Online license server (use SideFX as My License server) in the license administrator. Switching to local license server fixed the issue. Hope it helps !
  4. But do you still see the geometry when zooming out ? If everything disappears, then this may help. Depending on your scene you may want to adjust those viewport settings. I remember it helped both with really large scenes or really tiny ones.
  5. Well all of this is already in Houdini and has been there for a while, unless I misunderstood you ..
  6. I'll just follow this thread, I've been looking for this for ages... Couldn't find anything.
  7. Hey microvswind, here is a way to do it , if you set this at your font text : `points("../attribwrangle3", stamp("../copy3","pval",0),"stri")`, and in your stamp just add a variable pval and set it to @ptnum it should work. string_copystamp_odfforce_Test.hiplc
  8. Hi Domid, Your FBX has materials already assigned at sop level, so when you apply /shop/octane_diffuse1 to your female body, the shader isn't used as he's using the ones defined by your fbx node. If I where you I put that body in another geometry container using an object merge, this way, if you have to reload/swap your fbx, you keep it non destructive. Then you can remove the material assignments with an attribute delete (delete shop_materialpath prim attribute). Once you do that, your geometry level shader will be used.
  9. Add a clean attribute after your delete1 and delete2 nodes, it should fix it. I noticed that a mismatch of attributes between static and deforming points could be problematic when using pointdeform in a foreach loop.
  10. Hey Jack, this should work if you put your variable or expression inside single quotes. '$WORK' instead of $WORK for example.
  11. Have you tried rendering it as phantom (in your mantra node) ?
  12. seems to be working correctly here. File attached.... ray_hit_color.hip
  13. It renders within 5 seconds here...
  14. Hey Angel, We where having the same issue. Here is a file that has cryptomattes for crowd agents, it was provided to us by Hector from SideFX and it outputs correct cryptomattes for crowd agents or stamped packed primitives. Again, all the credits go to Hector ! cryptomatte_and_crowds_SideFX_Support.hip
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