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About Andy_Ireland

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    Dublin, Ireland
  1. Tiny differences between beauty and AOV rebuild

    Thanks davpe, I dont remember this issue with houdini/Mantra before but I also may not have noticed. Might take a look in Fusion later but I trust Nuke's maths more
  2. Using Houdini 16 on Windows 10, rendering with Mantra PBR, using standard AOV's 16 bit float single scanline compression. I am using standard shaders no sss/refraction/emission/volume, plussing the AOV's together in Nuke. There are very slight differences between the rbg values of my beauty and recombined AOV's in Nuke, can see the rgb values in the 2 attached screenshots Anyone have any ideas why this might happen? Any ideas appreciated, the scene is a comp demo and the differences are confusing me and will confuse the students.
  3. Procedural way to animate visibility per face of an object

    Thanks 3dome, trying this now but its crashing Houdini
  4. Procedural way to animate visibility per face of an object

    Excellent, works a treat, so simple, thank you
  5. Was messing around with something and got stuck trying to figure out a way to proceduraly animate the visibility of an object, by animating the visibility of each face or maybe deleting faces in reverse. So ideally you would see one face of the object on the first frame and the rest would be revealed over say 200 frames. I used a sort node to arrange the faces in the order I would like to see them revealed but cant figure out a way to do this, Im sure there is an easy way to do it and I cant figure it out, any suggestions would be gratefully accepted
  6. Overscan in Wren

    Having a minor issue with a wireframe output using Wren, it doesnt seem to be able to work with the Screen Window Size camera parameter and my main render uses this for overscan so my wireframe wont line up with it. Maybe there are other ways of doing wireframe renders or might there be a workaround for Wren for this? Any suggestions welcome (I am using Houdini 15)
  7. Lumpy/blobby surface around collisions with splash tank

    Thanks Merlino, I tried it out before and might take another look, this is a just a little personal project I've been at for a while now. Appreciate your help
  8. Lumpy/blobby surface around collisions with splash tank

    I had resized the tank, I was wondering if there was a way to change the default depth of the particles that fill it. At work at the moment so don't have the file but will test out everything you have mentioned
  9. Lumpy/blobby surface around collisions with splash tank

    This is a good point, I was looking at doing this just last night but couldnt figure out how to, where can I make the depth of the particles thinner?
  10. Lumpy/blobby surface around collisions with splash tank

    Thanks for your reply Merlino, the collision geo was a mesh from Photoscan that I remeshed in ZBrush, I used some kind of polycap function in zbrush (it was quite a while ago and I cant recall the functions name) its a statue so quite a complicated bit of geometry so posting the complete file is difficult? You can see the main collision geo settings here and a wireframe view of it with collision guide enabled. I will try polycapping it for sure
  11. I have a splash tank set up with some collision geo and the water around the collision geo has a blobby/lumpy look to it, see video here: https://vimeo.com/189853378/db0edca909 Splashtank has a Particle separation of .015 and particle radius scale of 1.2 Flipsolver has 2 max substeps and collision supersampling enabled with 2 sample per axis Splashtank sim has 2 substeps The collision geo looks accurate to me enabling the collision guide and viewing as wireframe Do any of the smart people on here know what might cause this kind of "blobbyness". Will be doing some kind of wedge tests to try and figure it out but any pointers would be very welcomed
  12. Just wondering if there are any issues opening old Houdini files in the latest version of Houdini? Do things generally still work as expected?
  13. tips for Splash tank

    I've been working on a shot with a splash tank for a while, I have it working with some collision objects and i'm wondering if anyone has any pointers/tips to get help get it a production finished level? The shot has been lit with an environment light and sun. I have been trawling this and the side fx forum for anything and haven't found too much. Is decreasing the particle separation the main way to get a realistic looking sim? How important is increasing the Resolution Exponent? I have struggled to even slow the speed of the water. Any tips would be great, I'll keep testing, am currently using an old, under-powered laptop but about to buy a new workstation which will make it easier.
  14. command line rendering

    Thanks goldleaf, Ill try it out
  15. command line rendering

    Ryew, I was trying Stew's sample and ran ito the problem, I was using something like this on Linux last year but don't remember having to type mantra. I have tried a few different things now and still getting basically the same error: "couldnt find renderer mantra"