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enquel

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About enquel

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    Peon

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    http://arturmandas.com
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    artur.mandas1

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  • Name
    Artur
  • Location
    Warsaw
  1. gas advect

    @fencer Much obliged for really nice tutorial.
  2. Laptop for houdini

    Hi, I am considering the same unit. The specs are really nice. What are your impressions? How about performance for long renders? (like several h/frame), or long sims? Best
  3. UV mapping a mass of hair curves

    Thank you, I will try that.
  4. UV mapping a mass of hair curves

    Did not work, I will post sample file soon. I guess I would need to make an attribute integer that would take a different value based on a strand number, then, maybe use a for each loop to do the mapping for each strand, then collect them and lay out nicely. Yet, I haven't been using Houdini for quite a time (been working on a game in Unity) and could use some help here.
  5. I have this problem: I have the hair curves imported as one mass of of points (each hair curve has equal length), which I then turned into actual curves by adding polylines broken every nth point. I then swept everything into actual polygons. Now, my problem is: I want to apply UV mapping, a linear mapping along each of the curves, and place them one right to another, like a patch of grass seen from a side. How to do that? UVTexture SOP has the options for splines, but I guess these needs to be single splines, not a bunch of them. Thank you in advance!
  6. Houdini Skin -> 3DS Max

    Thank you for help!
  7. I'm interested in a specific effect. Namely, I have a basic, perfectly square box modelled and sculpted in ZBrush, where I applied interesting displacement to edges. Now I want this effect to map onto other objects in Houdini, not only boxes - some look like slivers, shattered pieces of land, etc. Is there a Houdini Ninja here to show me a way? I thought the best solution would be to have each object same UV mapping, which would solve the case prettey easily - yet for objects which deviate from my original box object much (like boxes squased so they resemble a plane) there appear artifacts - which seems normal, since my displacement texture gets squased and stretched here and there. I thought of other solutions, like resigning from displacement texture and using remesher along with peak, smooth and facet - it gives me a nice effect, but I would like to have the possibility to transfer my displacement maps(designed for a box) onto other objects with same UV mapping. I hope I made myself clear. Thanks in advance!
  8. What's the workflow for exporting a skinned character to use in exernal packages, like 3DS Max? Is it possible? Best!
  9. Welcome, I have a problem trying to read multi channel EXR files from Houdini into After Effects. The eXtractor plugin in AE does not see any image planes, regardless the setting I try. Changing compression modes of EXR files does not help either. It is a pretty basic functionality. How can I remedy this? Thank you in advance
  10. It works, I was simply tired and made a stupid mistake trying to get it to work... Thanks!
  11. Object 2 Vectors

    For line rendering in Unity 3D. I managed to get around this. Thank you very much!
  12. Houdini Pose Library freezing at save

    Good to know, thank you very much.
  13. material id render

    Hello, I am also looking for a quick high-level (without tweaking inside shaders) technique for obtaining material-based image planes. We have Op_Id, Prim_Id, certainly Shop_Id would be most useful of them all. Please help!
  14. AO pass

    I have a problem with AO pass. I created it using envilight set to AO mode and as solo light to a separate mantra ROP (following Peter Quint tutorial): https://vimeo.com/48977445 and it does not work. The reason is I have one material SOP with 5 materials applied, and I use overrides there to apply different textures depending on the UV tile (human body, color and displacement maps are there). Now, my problem is that these textures somehow manage to get through into the AO pass (regardless the parameter Disable Surface Shader Rendering being on). I tried adding a parameter called Surface Shader (I think it is general surface shader ovverride for the whole scene), but it does not seem to work right - I had to switch to non PBR mode, but still result are not what I would like them to be. Any idea?
  15. Hello, I need some system to manage poses for my characters. The obvious choise is Houdini Pose Libary. The problem is, it seems to freeze when I want to save a certain phase (89th frame of my character animation, no big deal) - it looks like it is saving, but that state persisted for over 10 minutes until I killed the application... I use H 13.0.547. So: 1) is Houdini Pose Libary any good? 2) is it able to restore pose from a certain point in time (I mean dependent on the current frame), or does it always restores based off original frame numbering? Thank you in advance,
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