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j00ey

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j00ey last won the day on July 26 2018

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About j00ey

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    Tim
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  1. Convert to / export AUR format

    Thanks Dennis. I thought it might be proprietary. I didn't realise Chaos owned Phoenix though...
  2. Does anyone know if it's possible to write AUR format volumes from Houdini? I can't find anything online about it - I've not actually heard of the format before but apparently Vray is much faster rendering .AUR than .VDB for smaller volumes...
  3. Thanks Tomas. I was just trying something similar to your border group example, I'll try the stiffen boundary method too. In my case I think remeshing to get a dense mesh gives me a better topology when I do the polyreduce - slower but I can cache the geo out when I've got a good result.
  4. Hi Tomas Unfortunately some of them don't have zero area, that's why I was using a threshold but some of the ones I need to keep are tiny too and end up getting deleted. I could do some group combining etc, I just thought there might be a one stop solution. I'll try the above poly expand trick and see if that works on the whole geo. I appreciate your input as always!
  5. That's a good trick, thanks for that - I'll try it. Something else I tried was for all the edge points, check if they only have 2 neighbours, group those points then promote that group to prims and blast it. It does a pretty good job except for on the corners.
  6. I've not seen this happen before but I've got some alembic geometry that I'm remeshing in order to simulate and I'm getting tiny sliver prims along the edges of the geometry. I tried deleting all edges below a certain area but it's very tricky to get rid of what I don't want without getting rid of prims that should be kept. Attached is a scene with a fragment of the input geo. Does anyone know how to avoid the slivers? Thanks for reading. remesh_slivers.hiplc
  7. That looks like it's doing the trick! Thanks very much, couldn't figure out what on earth I was doing wrong.
  8. I'm not sure what I'm doing wrong here, I've googled around and not found the answer. I have a scene with some very thin geometry that needs to be glossy plastic on one side and dimpled foil on the other - I'm using a twosided VOP and the basics work but the bump just doesn't come through. I'm using noise displacement bump. I can't share the scene but attached is a mockup exhibiting the same behaviour. Also a couple of renders - the side with no butterflies on in the no_bump render should be like the bumped metal in the other still. I'm missing something obvious I suspect but I can't find it...! Thanks for reading 2Sided.hiplc
  9. Thanks very much Geoff - I can't believe I didn't think of that myself!
  10. Hi Jiri Thanks for the note. I'll try other drivers and see if that changes anything. I'm currently using 6.3.17-3 and I'm also on Windows 10, H18.0.287 I just opened an old scene and I can pan but not zoom so something's definitely been switched around... I just tried the stroke SOP and I'm also getting constant 1.0 pressure - stroke_angle is constant 0.0 and stroke_tilt is constant 90.0. Likewise H17.5 works as expected
  11. Does anyone else have a problem panning in the viewport with H18 using a Wacom? I have an Intuos 5 Touch and my buttons are set correctly as per normal but when I try to pan it tumbles instead. I've deleted my prefs in case that was the problem but it's not... Thanks
  12. Easiest way is to promote your attribute to detail, set to maximum - set the new name to eg max_layer and don't delete original attribute - then do something like the following in a wrangle: [assuming it's a prim integer attribute called 'layer', set the wrangle to run over prims] if(i@layer == detail(0, "max_layer", 0)) removeprim(0, @primnum, 1);
  13. Nuke vs COPs

    There are things you can do in COPs very easily that are a real headache in Nuke and also many things you can't do at all I think, but I've been bitten a few times by relying on it and it then bugging out on me at the last minute.
  14. Create Crisp Edge Bevel Style look

    ok, here's a pure COPs method pattern_pure_COPs.hiplc
  15. Create Crisp Edge Bevel Style look

    Here's one way of doing it, though I imagine you probably mean a pure COPs method. If I get time I'll try and make you one. heightfield_to_COP.hiplc
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