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Everything posted by j00ey

  1. If you increase the bandwidth of your sphere VDB it works, set it to 3. [Exterior Band Voxels that is]
  2. Convert to / export AUR format

    Thanks Dennis. I thought it might be proprietary. I didn't realise Chaos owned Phoenix though...
  3. 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...
  4. 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.
  5. 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
  6. 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!
  7. 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.
  8. That looks like it's doing the trick! Thanks very much, couldn't figure out what on earth I was doing wrong.
  9. 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
  10. 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
  11. Thanks very much Geoff - I can't believe I didn't think of that myself!
  12. 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
  13. 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);
  14. 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.
  15. Create Crisp Edge Bevel Style look

    ok, here's a pure COPs method pattern_pure_COPs.hiplc
  16. 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
  17. In case it's useful to anyone else, I figured out from imagemagick.org that I could just add -tile 4x1 to the command string in and it does exactly what I was after
  18. I am a newcomer to TOPs. I watched the 17.5 release videos a few months ago and a few tutorials but I haven't had chance or need to investigate properly until now.. I'm developing a system to render some scenes from 4 - 5 cameras, the output of which will play on 4 - 5 monitors so I thought an ideal way to do tests would be in TOPs - render all the cameras, partition the renders by frame and then put them through Image Magick, then FFMpeg to get an idea of all the content playing on the screens next to each other. The attached image shows my 4 camera set up inside of Houdini - I basically want to replicate that but as a movie I can watch in real time and send to people. I have hit a brick wall trying to get the Image Magick TOP to do the montage - I don't want the images in a grid, I want them in a row. Is this possible? Presumably with the right command string it is but I'm drawing a blank. Many thanks
  19. snap viewport image

    I always forget that!
  20. snap viewport image

    You can flipbook a single frame then in MPlay first do Render/New Sequence then go to Windows/Sequence List and you can toggle between multiple flipbooks. I've never actually needed that for stills but I use it all the time for comparing animations. There are various display options for comparison.
  21. Vellum strut setup

    I'm not a vellum expert but if you turn up the bend stiffness on the cloth constraint [as opposed to the struts] to say 50, the behaviour is similar
  22. find points and cut.

    This is a bit of a naive test but see if it helps chop_up_shape.hip
  23. inline vop

    I haven't looked at your scene but in the amended one of mine you've disconnected the enumerate SOP so there's no id attribute to bind, so it will always be zero and the conditions in the inline VOP always evaluate as false
  24. inline vop

    At a guess I'd say your loop isn't executing
  25. inline vop

    Also it's a good idea when you're testing things and figuring out what's going on in your shaders to work at the top level of a material network, not inside a material builder because you can assign anything as a material. What I usually do is make a null, call it 'test' and assign that as a material, then just plug things into that to test