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Everything posted by kiryha

  1. Hair and fur question

    Lucky for us, we can use whatever we need, the data is the same, it`s just personal preference on how to organize it. Take a look here for more info about using shelves workflow.
  2. Hair and fur question

    I guess the main reasons are: structuring your network and provide some out of the box solutions. If you are more comfortable to do all the grooming in SOP it's totally fine, hairs are just curves. You can dive inside the guide groom and hair generate objects and learn some useful techniques (until SESI rewrite them in C++) for your SOP setups.
  3. python folder creating

    print '{1:03d} {0:03d}'.format(1,2) # result: 002 001
  4. Recursive split can provide some good results. You can also generate points around fractured edges and use them in another fracture to get small pieces.
  5. Hair inside mesh

    So if its the case of opposit oriented guides. You can draw the curve on the skin which would be a "divider" for hairs, and plug this curve in the last input of Guide Partition (place it after Guide Groom node) node.
  6. Hair inside mesh

    Ok, for me its looks like an interpolation issue, cos you have guides coming to one direction and guides comming to opposit direction close to them. So in between hairs are a bit confused about where should they grow to. If its the case there is a solution for such a case, I will try to recall what was it...
  7. Hair inside mesh

    Interpolation between guides can be an issue as well. Do those penetrating hairs are far from the guide? The guide process nodes should take mesh into account as far as I know, at least in some cases, like "Set direction".
  8. Hair inside mesh

    If guides are ok and not getting into the mesh than its probable hairs side. For example, Gude Proces (Frizz) may cause such a thing, so you may decrease the influence of such nodes at the root o the hairs.
  9. HDA Derivatives - Workflow Question

    Understood about SKU! Actually, I work in the automotive industry and do exactly what you describe as an example . We call it configurable products. We treat each vehicle as one asset no matter how many configurations it might have. That makes a total number of assets more manageable. And at the high level, we do like your describe, populate each SKU on demand.
  10. HDA Derivatives - Workflow Question

    Hi, Clayton! Sorry, I did not understand very well what workflow you are suggesting to build in Houdini, but data management is an interesting topic for me, so I am trying to participate as I can What is SKU? What is your current process in Maya for each of the products? What do you deliver at the end for each of the products? In general, I think there is nothing wrong with having 600 assets/HDAs, but it might require some sorting. As for the HDA versioning one thing, I would like to notice, is that if you version asset with namespaces, it stores all versions in one file, so if the HDA is not very small the file could become too heavy.
  11. Rotation matrix pivot point

    The rotation of each point occurs around the origin: matrix3 matrx = ident(); vector axis = {1, 0, 0}; float angle = 256; rotate ( matrx, angle, axis); @P *= matrx; How to define coordinates for rotation different from the origin?
  12. Rotation matrix pivot point

    I found the answer: matrix3 matrx = ident(); vector axis = {1, 0, 0}; float angle = 256; rotate ( matrx, angle, axis); vector pivot = {0, 0.8, 0}; @P = (@P - pivot) * matrx + pivot; But I can`t understand how it`s working, why this line `(@P - pivot) * matrx + pivot` puts pivot of rotation to a required point?
  13. Ah, I completely misunderstood the original Masoud question, I thought the goal was to see the material displacement in the viewport. I have no idea why, sorry But I am still interested if ist possible.
  14. Hi, Fred! Open the Displace_F.hip, I don`t see any displacement in a viewport. What I am doing wrong?
  15. Houdini 18 Wishlist

    When should 18 come out?
  16. I have a render.cmd file with a list of hip files to render: mread P:/PROJECTS/NSI/PROD/3D/scenes/RENDER/000/SHOT_010/RND_E000_S010_001.hiplc render -f 1 2 -V /out/RENDER mread P:/PROJECTS/NSI/PROD/3D/scenes/RENDER/000/SHOT_020/RND_E000_S020_001.hiplc render -f 1 2 -V /out/RENDER If I open hcmd.exe and run: hscript render.cmd I get all my shots rendered. The issue is that I can't get it working with Python, currently able only run Command Line Tools import subprocess cmdTools = '"C:/Program Files/Side Effects Software/Houdini 17.0.459/bin/hcmd.exe"' subprocess.call(cmdTools) but have no idea how to execute <hscript render.cmd> later...
  17. I know how to move an object to origin with transform node (with CEX CEY CEZ) but can't get how to restore original position after... moveToOrigin_001.hipnc
  18. The Beauty

    Hello, friends! Finally, after 19 months of work, I finish my first Houdini project. This is a music video for my friend I did to learn Houdini. Rendered with 3x3 sampling on my laptop that`s why it`s so noisy. Working on the project, I develop an abstract production pipeline for Houdini called "Eve". It is a project management tool which can handle a large amount of data: https://github.com/kiryha/Houdini Thank you all for your support, it would not be done without your help! Cheers!
  19. Script to resume crashed render

    I have a Render Farm script which takes a list of hip files as an input and renders them in the desired order. If the frame is crashed, it re-runs the render. Some sort of super basic Deadline. I guess it`s not that hard to change it for use in standalone mode (outside of Eve pipeline) if you have some basic coding skills.
  20. Mantra transparency

    I am using "glass" material for the outer shape of my eye. I am losing lighting and color (left pic is without outer shape) inside the glass object. Is it should be like this or I need to set up something else (like in Arnold you need to explicitly set object property to handle transparency)?
  21. Mantra transparency

    Is there a way to do - shadow on SOP level?
  22. Ok, so PBR is my choice then, simple answer
  23. When using "Preview" option in Render controls toolbar after some short amount of time I get an image with a very small SSS grain size: If I turn off this option and render the final image I get huge grain: Render settings: I try to increase SSS Quality but I just get more SSS samples with the same size. How can I achieve this Progressive SSS look with render settings and what is going on in this mode in general?
  24. True, with Raytrace Render Engine I got the same look as with Progressive! That raises a new question: which rendering engine should I use in case of a scene with a lot of geometry, instances, volumes, lights, hairs, SSS, MB, DOF, GI at once? While I will go through Understanding mantra rendering I thought there might be a simple answer for this.
  25. Handeling cache chain

    Thanks, Tomas, it's working! Now I understand what Andrii meant