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  1. Hi, I'm trying out a simple scene with a pighead(static) and ground plane. I have imported my animated camera from sops with some erratic camera movement. I'm unable to see any camera motion blur, both in LOPS Viewport and in the final rendered image. I even tried the Karma Rop but still no luck with Camera motion blur.I have added Karma render properties with mblur turned on. It would be great if someone could help me with this issue. I have attached my hip for ref. Thanks, Ganesh lop_camera_mblur_test.hiplc
  2. Hi guys, I'm doing hda for human fingers and it has multiple rigpose nodes for(fist,splay,relax.etc..)and i blend them to the original skeleton with skeleton blend.After that i have a rig pose node which is to give the user individual ctrl on each fingers and i want to expose only that rig pose node onto my hda. so the problem that encountering is once i go to hda level its showing up all my rig pose nodes. Inside the hda outside the hda it would be great if someone could help with this issue as i just want to see final joints with just exposing the the final rigpose nodes to the user. Thanks, ganesh
  3. Hello Everyone, I started learning Rigging & Kinefx few weeks ago (not sure if that's the right way go) but i'm doing a simple Spine test based on a maya rigging tutorial [video]https://www.youtube.com/watch?v=5mB2NzX-4mM&list=PL8hZ6hQCGHMXKqaX9Og4Ow52jsU_Y5veH&index=5.[/video] Basically trying recreate it in Kinefx So i got my basic spine working but not sure about implementing the individual hip and chest twist.here is the screen shot of the tutorial(SL) and my version(SR). I have also attached the hip file aswell. spineTest.hiplc so I'm stuck in this situation where my hip rotation rotates the whole spine and my chest rotation doesn't have a smooth falloff rotation. It would be great if someone could point me in the right direction to achieve the similar result. Thank you. Cheers, Ganesh
  4. Can't get rid of swimming VOP noise

    Hope this helps swimmingVOP_odForce_fixed.hiplc
  5. Explosion

    I fixed that by matching the grain to the BG plate and added overall blur(very little) to the cg elements .Have a look and let me know what you think. Thanks
  6. Hi , I am trying to do a clustered smoke sim emitted from a particle cache.basically i am following the the animated source points example file.I did the basic setup . The problem arises when i am trying to create the instance points for the containers.i need to create the instance points only on creation frame which is not working.i did a frame offset on the particle cache . but still i am unable to create the instance points . Since i am new to clustering i am unable spot the mistake or dont know whether i am doing the right thing .Can someone please have a look at the attached file and help me with this issue Thank you. Regards, Ganesh test_cluster.rar
  7. Explosion

    Thank you Andrew.i already have a motion blur on it.may be i need to increase it and i will add the overall blur as well.
  8. Explosion

    Hello Everybody, Here is a small destruction work that i been working on for the past 2 weeks.Footage tracked in Nuke and Fx elements were simulated and rendered in Houdini,Mantra. Critics and comments are welcome. .http://vimeo.com/112624546 Regards, Ganesh
  9. Hello everybody, Please do have a look at the attached mov. As you had seen the mov , i done the very basic Destruction sim.At this stage i wanted to texture the exterior wall and the fracturing pieces to match the building.How do i approach this situation. Please Help me with this issue. Thank you Ganesh ver1.mov
  10. multiple volumes

    Hi shan , Thank you for your quick reply. I will give a try.One more quick question (sorry for the repeat question) If i have multiple volumes and can i run these operation on the top volume so that the underneath volume be visible. Thank you, Ganesh
  11. multiple volumes

    Hi shan, Sorry for not being clear. Yes i am looking for ways to remove the top layer like an erosion and render them.I tried using VDB,Volume nodes.volume vop but i couldn't figure it out.Please help me with this issue Thank you Ganesh
  12. multiple volumes

    Hello guys, i am actually having two volumes one on top of each other like a skin layer on top of the muscle.What i am trying to achieve here is, if the top layer is partly removed ,the second layer must be visible.Since i am opting for an organic look and the geos are complex ,i looking for a solution in volumes.It would be great if someone can point me in the right direction Thank you -Ganesh
  13. Hi , Can anyone shed some idea about interaction between the new POP and Flip fluid simulation like rain drop creating splash on a stagnant water. Like the one in the reference http://footage.shutterstock.com/clip-6014972-stock-footage-heavy-rain-on-the-street-spring-downpour-falling-on-a-city-street.html?src=rel/5580950:4/gg Thanks, Ganesh
  14. Hello everybody, I am trying to simulate skin peeling effect on a deforming object These are the steps that i followed 1) using sop solver i transferred the color attribute to the deforming geo. 2) fractured it 3)Grouped the Black pts as fixed points 4) finallly fed it into spring sop But i am unable to get the effect and i am stuck at this point. Kindly have a look at the attached file and help me with this issue. Regards, Ganesh for odforce.hip
  15. Thank you for helping me tomas and it works fine for me.