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Found 3 results

  1. Hello, I've been having an issue with rendering fur in H18. As you can see in the attached image, the fur is glitching out and is transformed to the origin. There is no issue with the hair in the viewport but the problem comes up in the bucket as well as ipr render. I've tried turning off individual nodes in the hair generate node but no luck. If I create a new hair generate node the problem is fixed and If I revert to a much older saved file the problem is fixed but I'm hoping there is a simpler fix. Any ideas? Thanks.
  2. Animated Pyro to world origin

    Hey there, just a quick little question: how can I transform a pyro sim that is been done on animated geometry to 0, 0, 0 in world space so it sticks there without jiggling? Thinks like - centroid or -$CEX etx obviously dont work, because the center varies due to the changing shape. What I want to achieve: the sim takes place on an animation and this anim changed. So I want this sim to stick on the same spot of the the new anim. Any hint? Cheers
  3. I got really confused with multiple transform sops. I hate to ask such simplistic question, but the fact that I can't make it work means that I don't understand some fundamental concepts of Houdini. If I use them one after another, I thought that the second one would inherit transforms of the first one. in the example(Houdini 17 non-commercial) the first transform is animated and the second one is static(non-animated) but it is parented to the first one, so I expect it to follow the fist one, I mean the center of the second one should always be at the center of the first one, but it is true only if scale of the second one is set to 1. translate_scale_origin_q.hipnc
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