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About smbell

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  1. I'm sure there is a simple answer for this, but it's got me scratching my head... I'm trying to use the @hittime attribute in order to do some stuff with my @pscale, but it never stops growing even after the particles are stopped by the pop collision detect behavior. The @hittotal attribute does the same thing, like they are all vibrating on the surface or something even though they are not moving. I've attached a simple scene. pop_hittime_1.hip
  2. Viewport bounding box

    I'm still not able to remove the bounding box in 18.5.408. It goes away in the AutoDopNetwork when I uncheck the bounding box in the smoke object, but as soon as any field gets brought in with a dop i/o the bounding boxes are back. No way to remove them that I can find.
  3. solver not working on animated mesh

    I know this is an old thread, but this little tidbit right here helped me solve the issue I was up until 3am trying to fix. I would have never thought to reverse the usual Prev_Frame setup...Thank you.
  4. @Librarian Holy crap I got it working!. Thank you for your time in responding to me, while it didn't solve my issue exactly, I did one more search and found a 10 year old Peter Quint video that shows how to use Point Clouds in a loop in VOPS. I would have never figured it out, wow. What a bunch of Houdini mumbo jumbo to get it working, haha. If you're interested the video is "Point Clouds II" It won't let me link it for some reason. mantra_pc_lookup_3.hip
  5. Thanks for the link, unfortunately that setup seems to have the same effect as I have now of all the points being rendered together and they don't overlap.
  6. I'm trying to create rings in mantra that are larger where my scattered points are brighter. I've got a setup that works for that, but what I'm looking for iis for the rings on top of each other and overlap one another. I figure I need to loop over my point cloud one point at a time and then multiply the result on top of each other maybe. I can't seem to figure out how to get a loop that does what I want. I tried to follow the documentation for the point cloud nodes, and it even mentions that a few of them are useful in a loop situation but it's just not working correctly. Is what I'm trying to do even possible. I don't have a lot of experience with mantra. mantra_pc_lookup.hip
  7. Procedural rocks carved in vdb

    I'm really struggling with this same exact thing as the OP, could you possibly share your workflow for some of the images you posted?
  8. Volumesample with Noise

    I've been going down the same route you were trying to figure out how he pulled the rock noise off. Do you think you could elaborate a bit on this?
  9. Really cool, I'll have to check that out further. This was more just for me to learn heightfields. I just finished a maya project using actual lunar data using http://imbrium.mit.edu/EXTRAS/SLDEM2015/TILES/JP2/.
  10. That's a pretty nice way of doing it! I appreciate your help. I tend to overthink things the longer I sit here and rack my brain over it.
  11. I'm trying to achieve a moon surface with craters that can overlap at least semi correctly and have crater inside crater action. It's going to be eroded and processed after, so it doesn't' have to be totally perfect. I've tried a for- loop with height field layer, but I can't get them to replace each other and overlap correctly, I've also tried a for-loop with feedback with attribute transfer and a vops ramp, but same deal, I can't get them to layer correctly. I played with cops for a while, with a loop in there, but it seems like there has to be a solution using geometry. I've spent a couple days on this, so I'm officially looking for some advice. cratered_terrain_11.hiplc Edit: I haven't had a chance to try it, but maybe I could flatten the terrain in a step before layering in the new crater so it would always be layered over nothing...
  12. I think I may have figured out what is causing it. It looks like the RS light dome is causing there to always be reflections/specular and doesn't seem to respect the openGL settings...
  13. oh sorry, I didn't realize I was in the customer only section when I pasted that. This is what the guy said, which seems to be the same issue I'm having, except the issue seems to affect more than just the specular map from my experience. I can whip up a sample scene and attach the hda when I get home tonight, but it is pretty simple to recreate, essentially none of the openGL specular controls work when added to any shader.
  14. I'm trying to get a very basic viewport shader representation going for my redshift shaders, although this issue doesn't really have anything to do with redshift... I've added the Diffuse Texture Layers from the parameter interface and my diffuse texture loads fine, but the material is super shiny. I have added all the specular and various other related parameters, but it seems like the specular value doesn't work at all to lower the specular. I can increase the roughness to 1 and that works, but it's still showing specular, just very rough. The Enable Specular checkbox also doesn't work, nor does the specular intensity slider. Turning off the specular component in the High Quality Lighting viewport options doesn't work either. I started from this thread on the RS forums where someone made a nice HDA for the redshift shader to show in the viewport and I was trying to make my own basic version to learn about the openGL viewport stuff. https://www.redshift3d.com/forums/viewthread/24071/P45/#151805
  15. Houdini needs a hardware accelerated display adapter, I'm going to venture a guess and say that a VM like that doesn't have one.