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Everything posted by j00ey

  1. uv coordinate

    Not a very flexible method but if you write your UV to vertices instead of points, you can dispense with the edge cusp and and just subdivide the UV'ed model Q1_edit.hipnc
  2. in a wrangle: int pos[] = find(s@path, "/"); i@num = len(pos);
  3. rendering problems

    What software do you have access to? You could use Media Encoder or After Effects for example. It's not really my speciality I'm afraid, I usually use Houdini TOPs for making preview mp4s but deliver image sequences to colleagues for comp etc.
  4. rendering problems

    I don't actually know what will happen if you pick jpeg from the list but the output picture is set to exr - I presume you'll get jpegs that are named *.exr
  5. rendering problems

    I probably confused matters talking about flipbooks, sorry. You can write a jpg sequence from mantra but it's much more common to write exr as you can store much more data in them. All you need to do to render a sequence is set your ROP as in the image : Set 'Valid Frame Range' to Render Frame Range or Render Frame Range Only [Strict] That will allow you to put in the start and end frames - in this case $FSTART and $FEND - which evaluate to start and end frames of your global animation settings. If you want to enter the frame numbers manually, right click and do 'delete channel' then you can enter them. Then in your 'Output Picture' tell it where to write the files to. $F4 in the string means frame number padded with 4 zeros. You can just use $F for no padding if you prefer that. I use a ROP preset that fills in various things for me like shot, element, version but this is the default string. You must have something with the frame variable in there otherwise it will repeatedly write over the same frame.
  6. rendering problems

    These days if I'm just rendering a flipbook or preview animation I find it most convenient to write a jpg sequence to disk and use Ffmpeg Encode Video TOP to make an mp4, saves opening other software and importing footage.
  7. Smoothing DEM data

    Oh great. Simple method is always the best! FWIW Unity can work with heightfields directly via H Engine, I don't know if that might be an option in your engine..?
  8. scatter amount via vex

    Yes! Had a brain fade there...
  9. scatter amount via vex

    eg like this control_scatter_pts.hiplc
  10. scatter amount via vex

    The scatter SOP will use any attribute you want for density and you can write them to your geometry with VEX as per usual. Attached is a demo scene - normally I'd call the attribute 'density' as the scatter SOP expects that but to show that you can use anything I called it 'scatter_density' scatter_density.hiplc
  11. Smoothing DEM data

    The stepping is actually worse on the flatter areas contrary to what I expected - this is down to the resolution I think, as @nuki said. Have a look at this file in case it's useful - you might want to combine different levels of blur for different steepnesses, it depends what you're after. My method here isn't much better than a simple heightfield blur but it retains a little bit of detail in the steeper areas. smooth_steep_areas2.hiplc
  12. Smoothing DEM data

    There's no VDB in the hip I sent - I converted it to poly. You can use heightfield_project SOP to convert that back to heightfield. But do you want to output the original jagged heightfield with a mask so you can smooth it in your real-time engine? Or you want to smooth the jagged heightfield and output that?
  13. Smoothing DEM data

    You could perhaps do something like the attached file... It just calculates the steepness of a smoothed version of the geo [presumably the stepping is worse the steeper the terrain] and then lerps between the input and the smoothed version using the steepness smooth_steep_areas.hiplc
  14. If you increase the bandwidth of your sphere VDB it works, set it to 3. [Exterior Band Voxels that is]
  15. Convert to / export AUR format

    Thanks Dennis. I thought it might be proprietary. I didn't realise Chaos owned Phoenix though...
  16. 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...
  17. 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.
  18. 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
  19. 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!
  20. 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.
  21. That looks like it's doing the trick! Thanks very much, couldn't figure out what on earth I was doing wrong.
  22. 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
  23. 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
  24. Thanks very much Geoff - I can't believe I didn't think of that myself!
  25. 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