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mestela last won the day on May 13

mestela had the most liked content!

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About mestela

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    An attempt here (and older attemps a few posts earlier) http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_and_colour_yet_again Or just wait for H17 in a few days, where its built in. (edit) Oh, for rendering just bind Cd to your material: For extra control put a colour correct in the middle, and/or connect cd to the emitcolor for different effects:
  2. neatly stalking irregular object

    Here's something that might get you started. nut_pile.hipnc Uses ideas explained on these pages: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_deintersect_the_easy_way http://www.tokeru.com/cgwiki/index.php?title=ForLoops#De-intersect_a_scatter_with_heavy_geometry
  3. Clean Growth PolyWires, Tutorials?

    cool! what was the render time on that? feels like the curves are a little soft ,wonder if that could be sharpened.... thinner curves, more width noise variation maybe?
  4. Curled strands- how?

    Also this:
  5. Clean Growth PolyWires, Tutorials?

    Revisited this to try and get the render better in mantra, this'll do. curl_lines_render.hip
  6. Curled strands- how?

  7. Houdini 17 Wishlist

    On my machine I can r.click an app and choose 'run with graphics processor' and choose either the battery sipping intel gpu, or the fancy nvidia processor. Not sure if that's a max-q specific feature, or common to all laptops that have a choice of nvidia gpu or integrated graphics.
  8. Display values outside 0-1 in Ramp paramter

    No, its a frequent source of annoyance when working with ramps.
  9. Vertex Animation Texture Loader in Houdini

    Aha! Its mentioned at 1hr39mins, the zip linked in the vimeo description contains the example wrangle that will read a texture and push it back to point animation. Its living in /obj/geometry_attributes/cloth/pointwrangle1 T
  10. Vertex Animation Texture Loader in Houdini

    Lyndon mentioned he had exactly this in one of his videos, lemme try and dig up the link...
  11. Carve Question

    if I understand what you're asking, put a polypath sop before the carve. that'll merge the 2 poly lines into a single line.
  12. Particles avoiding objects

    Pop metaballs? pop_metaball_forces.hipnc
  13. Look at the composite view tab
  14. You need to render the image, then cops will find that render and do its compositing dance. It's possible to make cops auto-trigger a render, but I find it gets houdini very gluggy and unstable in practice, so I avoid it. To be specific, go into ropnet1, select mantra1, and click 'render to disk' on the parameter pane. As soon as the render is finished, cops should find the image and be happy.