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Found 2 results

  1. Hi there, Total Houdini novice here with a bit of a strange question: I have a smoke simulation that I have created the swirls around a central character that is being rendered in Unreal Engine. https://drive.google.com/file/d/1fuoitdNjuBZ1UPgkAi-e9G63CKW-40YS/view?usp=sharing The smoke itself is rendered in out of Houdini in slices and played back in Unreal as the alpha of a video texture, but I was wondering if anyone had any ideas of how it might be possible to set up something like a shadow catcher to catch the shadows cast by the smoke on the surface of the character, but instead of just rendering shadows that hit a specific piece of geometry to a frame as scene by the camera it could be applied to the character and render out as a texture sequence taking into account the characters UVs, so that it can be played back in Unreal? I feel like this is a pretty weird request and no doubt there is tons wrong with it, but I thought I might as well ask, you can do anything in Houdini it seems! Many thanks for any advice, H
  2. Hey guys, Our tracker asked me to write him out a 2d UV map today from Houdini because he was running into a bug in Nuke where the resulting UV Map would have a missing .5 pixels on each side of the frame for a total of 1 missing pixel . However, when he generated the UV Map out of out of 3d Equalizer it was correct and it was not missing a pixel. So I took a crack at it and ran out said UV Map from Houdini, and sure enough it came out identical to Nuke's UV Map with the missing pixel. If I load in the generated UV Map into Nuke as an STMap input and add a checkerboard with the same res as the UV map into the STMap node and compare them, the difference in resolution is very clear. Has anyone run into this or is there a reason for this behavior? Any ideas would be appreciated. Houdini 15.0.347
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