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Showing results for tags 'h16'.
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Hello,I have 2 questions about the hair:1. When I paint the density attribute the hair guides are reacting based on the vertices, i.e. when I hit only a vertex guides disappear (or appear). It means that with low polygon count I can't avoid stepped guides boundary. But with more subdivisions it is practically impossible to work due to long cooktime after each brush stroke… How can I deal with the guides between the vertices without increasing subdivision? Attachment below describes it.2. To delete hair guides (for example, for hairline or beardline on the head) I use Length Adjust shelf tool with Target Length value of 0.001 (complete 0 is impossible), but this still leaves hairs roots as dots when rendered. Is there a cleaner way to delete the hair neatly along the boundary?
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Hey, I was curious if anyone had information on the differences of the changes between SourceVolume and VolumeSource. When diving into the assets they seem almost foundationally different? (which makes sense) But I'm trying to understand what the old way was versus the new way. I was curious where all these interim fields are (SourceVolume) or if they're just gone and why they existed in SourceVolume if we're now just copying the volumes straight to fields now in the VolumeSource with a foreach. And just a bunch of why's and as to why it was done such a way and why it has changed now. I don't quite understand it all. but it seemed to be a middle step of the solve for all the volumes to fields. where you could access these temporary fields - tempvel, source, sourcelength and manipulate them. And I'm really curious the difference between now and then, and the why between now and then. Or even where they are if they do still exist. Wish I could be more specific but I'm still a beginner. Cheers for any help or light on the matter. H16.5 Source Volume H17 VolumeSource
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Hi everyone, I am trying to find out how exactly to go about exporting procedural displacement patterns from within a material builder, that can then be used to augment or modify other displacement patterns going into other shaders. Somehow, however, whatever I try I cannot get it to work properly. It does not render the way it should. I do not want to use the layer struct for this, since I want to be able to extract only parts of the displacement texture and not the whole thing being used in my principled shader (inside the material builder). In my mind this should be an easy thing to do, so I am really wondering what I am doing wrong, or if it is actually a bug in Houdini? Either way I would really appreciate if someone would check out the attached hip file and analyse. Perhaps someone knows exactly what is going wrong? Help is much appreciated. Thanks, Doug shader_test_v002.hipnc
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Hey guys, We're currently running H15 over here, but have manged to convince the powers-that-be to let us do some work with H16. What's the most stable build people are using on a Windows 7 Pipeline? Thoughts appreciated.
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Hello, Using the latest version of Houdini 16.0.736. What is best scale to simulate fur on female jacket. Should I simulate real-world scale or scale it up very large for better fur simulation performance? For Example, should the fur coat match the scale of the test geometry like rubber toy or pig head? Should it be scaled to 2 meters or 200? I want to master the scale before tinkering with the Fur Sim settings. Otherwise, does anyone have dynamite fur sim settings for a specific scale? My sims either seem very static or dramatically broken with stretching fur. Thank you, Ryan
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In older versions of Houdini I could add a point to a group's selection. Has that changed in H16 because I can't seem to get it to happen? Any advice would be appreciated. Thank you David
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Hey all, Im trying to get a peeling effect on an arm for a shot I was asked to work on at school. I looked all around and found some different techniques to use but when set up completely nothing works, if anyone has any idea if some attributes changed in H16 or can look through the Hip and tell me what I'm doing wrong that would be fantastic. shot_48_02.hipnc
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Hi, Ever since we started running H16 we've been seeing random frames get stuck on the farm for no reason. They take much longer than the surrounding frames, but they render normally when they are requeued. That goes for Mantra renders, Ifd generation, and geometry caching. Has anyone experienced the same thing? We are running Houdini 16.0.600 on a Windows 10 farm and Deadline 9. Thanks, Ahmed
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Hi, I've tried it over and over. Suddenly the complete attributes are missing in the POP. I dont know the concrete circumstances when it happens. I think its different. Is it my fault, missing something, a bug? disintegration_v.2.hip
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Hi, I've tried it over and over. Suddenly the complete attributes are missing in the POP. I dont know the concrete circumstances when it happens. I think its different.
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- attributes
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Hi, I've tried it over and over. Suddenly the complete attributes are missing in the POP. I dont know the concrete circumstances when it happens. I think its different. disintegration_v.2.hip
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- pop
- attributes
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(and 2 more)
Tagged with:
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Hello! I can't get to work the new ocean surface setup, even with the provided scene files. I the viewport it's seems fine, but it renders flat. (and without the foam) Yes, I baked the spectra node. Can anyone point me in the right direction? There is none learning material about the new ocean surface, not a single tutorial, only the masterclass. Thanks
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hey all, Ubuntu newbie here, I keep getting this error when i launch H16 with Ubuntu 16.04. (please see attached pic) Coincidentally when i try to render anything or do a flipbook (of even just a sphere) the screen fades to super dark, not all the way black for a few minutes then resumes the session with no render, or flipbook. I can play in the viewport just fine, and i can render with the IPR but the above does not work. Also I have no clue how to setup my save files on Ubuntu, i have a second HDD for houdini stuff specifically and I have no idea how to navigate to it for saves. Any help would be very much appreciated.
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Has anyone manged to get H16 to compile through the MSVC IDE. I can get it to compile using the sdl- flag(disabling security development life cycle something like that), but Houdini wont load the plug in. It throws the "UT_DSOVersion missing" error on startup. I'm just compiling the star sop sample, which does compile with hcustom. There must be some default flag MSVC sets the project by default that Houdini doesn't like, but I can't figure it out. Thanks