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Everything posted by MisterP

  1. Hi, Could you kindly please list what aovs are needed to recreate the beauty in nuke when rendering mantra pbr? (H15 mantra pbr) Many thanks! P
  2. How to reconstruct PBR beauty in comp

    Many thanks! P
  3. How to reconstruct PBR beauty in comp

    Thanks, but I was wondering if there was a mantra equivalent to this arnold formula: direct_diffuse + indirect_diffuse + direct_specular + indirect_specular + refraction + deep_scatter + mid_scatter + shallow_scatter + primary_specular + secondary_specular = Beauty
  4. oceanfx reduce tiling pattern

    Hi, I would like to blend multple ocean spectra together to get rid of the visible tiling pattern, however merging/mixing different spectra together doesn't quite work, unless they have the same gridScale and resolution. I would ideally like to keep the solution as upstream as possible, so ideally at volume/spectrum level, as this would allow to drive potential subsequent flip sims which rely on spectrum data neatly, but I'm not sure if this would be feasible. Can you recommend a nice and tried workflow to add a low frequency noise to break up the pattern? Thanks MisterP oceanWaves_v004.hip
  5. Hi, I'm using the lovely volumeCloud shader from the waterfall shading masterclass to shade points as volume puffs. What I like about this solution is that it doesn't require the creation of a volume grid in the scene. However I would now like to add more advanced features in the shader such as fade out based on camera distance, density driven particle attributes etc. Is there any other way to achieve this other than turning the points into volume and using a volume shader? I'm thinking about creating a custom shader from scratch, but would need a bit of help, please :-) (Please find attached the example shading netwrok from the waterfall shading masterclass) MisterP BasicShaderSetupSpray.hip
  6. Ocean Deformer Blend with Wave tank Flip sim

    Very interested in the subject too!
  7. How to stop deforming RBD?

    One way in sops, before piping the object to dops, would be to transfer the red color back to the deforming chunks and run a sopsolver to freeze the deformations of the points for all points which turn red. This will ensure that all objects which turn active will stop having points deforming.
  8. Boat At Sea

    fantastic work! any chance of seeing an example scene? I'm especially curious to see the nodes interactions for this context
  9. Hi, I've got three bullet questions that have been bugging me for a while. With houdini 12.5 and bullet, what is a good workflow to achieve the following? (I know the following questions are doable one way or another using proprietary tools at companies I've worked for but I was wondering what would be the most effective way to approach the following using H12.5 vanilla) 1) a choerographed demolition where the initial pre-shattered geo is animated in sop (think a building tilting on one side before crumbling). 2) one animated passive bullet object hitting preshattered bullet objects (think a wrecking ball hitting a concrete wall). The passive animated object would have to be animated in sops. 3) preshattered and reclustered objects being glued cleverly so that we have a strong primary glue (for clusters) and a weak glue for each piece. Think a wall that falls down, bricks are held together but their corners are easily chipped off. Thanks for your help! MisterP p.s. 100 points when you attach a simple example hip file
  10. Hey Hudson, Could you please elaborate on your sentence below? I think I'm missing something basic here, are you suggesting to glue the active rbd objects to a passive deforming one so that they inherited the passive animation? "That is because most of the times you have an static object which you could animate and add to the gluenet"
  11. Ship Kelvin Wake

    Hi SSH, thanks for the fantastic boat_wake otl and example. I've got a bit of a weird problem in H12.5 where I cannot edit the otl's vex code (it shows up empty). Is there any chance you could paste the more complex vex here? Thanks MisterP
  12. Bullet, glue seems broken?

    Hi, I've found a weird glue network behaviour where objects stop in mid air during the deletion of the glue network in sops. It seems broken to me, or, if I've set something wrong, would you mind pointing me in the right direction? I'm on 12.5.487. Thanks for looking MisterP
  13. Bullet, glue seems broken?

    Thanks that's very helpful! one more thing Hudson/Mawi, I've written another post about it, anyway I bumped into a basic issue where preanimated rbd chunks (deforming) behave erratically once unglued due to the deforming toggle being on. Basically what the problem is, is that rbd pieces which break off glue should turn their deformation off, unless there's a better way to handle all of this? http://forums.odforce.net/index.php?/topic/18142-bullet-workflow-questions-animated-passive-objs-etc/#entry110640
  14. Hi Hudson, I now had the time to go through your scene from your last post on this page http://forums.odforc...ts-as-inactive/ And as soon as you preanimate the rigid bodies (effectively deforming the input geo ) the simulation becomes broken: The original animation fights the simulation which results in some pieces fighting gravity and rolling up. I've attached your example with a simple edit to make the input geometry animated to see the problem. Basically what the problem is, is that rbd pieces which break off glue should turn their deformation off, unless there's a better way to handle all of this? dissolve_glue_net_deformingGeo_nonworking.hipnc
  15. Bullet, glue seems broken?

    Thanks Hudson, any chance of sharing that expression you mentioned? I'm intrigued
  16. Bullet, glue seems broken?

    Yeah, I suspected something might still be wrong as despite the strength are behaving correctly the dop details lists strength=-1 incorrectly. But I did change the prefix from "piece" to "baseTop" too. Are you suggesting that the gluepiece sop expect the prefix to all characters up to the first number other than 0? I assumed that, having numbers to have 5 digits padding the prefix would be baseTop and the number 00001 00002 etc. The reason for this is the ability to have pieces sorted by number. I would incur in the problem of pieces sorted not correctly otherwise piece1 piece10 piece2 .... whereas I would prefer piece0001 piece0002 piece0003 .... This in order to be tidy and better sort a corresponding list of points in sop in conjunction with an active dop and the expression point("../SOP_WITH_MATCHING_POINTS",$OBJID,"Cd",0) to enable certain objects based on color. One more thing, is it possible to mix different network glues? for instance two sets of glued objects to another set of glued objects either in dops or sops? I don't like the sidefx's implementation of this. In proprietary solutions I have seen everything is prepared beforehand in sops, you have as many points as centroids of you chunks and the gluenetwork is built without worrying about dopobjectid, just class attribute. Also I don't like the whole complexity and different way variables are handled and data manipulated in dop, it is a different logic to other contexts making things obscure and harder to manipulate
  17. Bullet, glue seems broken?

    Ok I sorted it. Basically you need to do everything in the sop solver network and set $SF==1 so that the gluepieces network in sop is read only once. Thanks for your hlep
  18. Bullet, glue seems broken?

    Thanks, renaming from piece to baseTop in the gluepiece sop hasn't changed anything, the dop objects still inherit -1 strength. Any ideas?
  19. Bullet, glue seems broken?

  20. I watched the bullet masterclass don't worry Your suggested method would work fine assuming that we want to run an uber simulation with glue cleverly choerographed so to speak. I was thinking about breaking it into a first sim dopnet, reshatter and run a second dopnet. I prepared a simple example illustrating this. I'm isolating a single chunk and shattering it again and wrap deforming the new pieces with it. It seems to work fine up to the second dopnet. Then hell breaks loose basically the second dopImport does some doubletransformations I think ( see example attached ). Any ideas? Thanks for your help and good luck with your rnd MisterP test_deforming_passive_to_active_rbd.hip
  21. Thanks Hudson, you gained 100 points 1) sounds like a clever idea, will try that. 2) Nice example, I would be temped to dissolve the glue network based on a slightly bigger sphere following the wrecking ball animation, so to pre activate chunks a couple of frames before impact. 3) I would probably try to sim it in layers like you do so to have more control. How would you tackle that? I mean, for instance I could decide which frame a previously simmed object needs to reshatter, but this way we end up with a single piece which changes topology and turns into a fractured object half way through the timeline. Thinking out lot, it would almost make sense to shatter the piece at frame1, use the piece animation to wrap deform the new shattered pieces and sim at a specific frame like you suggest in 1). Thanks again MisterP
  22. pass arguments to .cmd files

    Hello, I was wondering if it was possible to pass arguments to .cmd files The idea would be to use a single .cmd and vary start and end frames on the fly by passing different arguments to it. Any thought or suggestion much welcome Thanks! P
  23. pass arguments to .cmd files

    I hate windows.. anyway thanks for the advice L
  24. pass arguments to .cmd files

    Thanks SYmek, it seems it is possible to pass arguments indeed! (and similar to python too) I'm currently doing some tests on a windows platform; I suspect hrender csh may not be the most straightforward solution for me? In regards to hython I haven't got the chance to try it yet. I'm currently running a series of cascading .bat files to emulate a linux like enviroment on windows and to call houdini with a nice per-show per-user options, both locally and on the farm. The specific task at hand is to being able to pipe Houdini batch with a windows based farm management software, and specifically the ability to split commandprompt batch jobs into chunks by using a single .cmd and passing different frameranges everytime, much easier that building hundreds of temporary hardcoded cmd files each time. I'm almost done and thanks to your link to how to pass arguments I should be able to implement this in no time Thanks again P