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Found 7 results

  1. Hi everyone, so currently I am stuggling with wedges in Houdini 17.0. The current setup is the following: My intention is to run a wedge on a pyroSim, cache it out with the Geometry ROP (which works), and then with each one of the cached wedge sequences render out a sequence of .exr with the Mantra ROP. In whichever way I connect them though, I can't seem to find a way for it to work - it only does with the geo caches. I hope any of you could lighten me up a bit on the matter. Thanks!
  2. Pyro source Wedges TOP

    Hello all, TOPs are amazing and definitely boost the amount if iterations I can create overnight. Hope you will help me to fill some blanks. I would like to Wedge pyro source with different noises and amounts of Fuel and temperature (9 different `@wedgeindex` 1-50 frame range) and feed those sources into the wedged pyro sim. Please see the basic setup example is in the attachment. PyroTopTEST005forOF.hiplc
  3. Hi all, I'm attempting to generate a tangent space normal map of a large terrain using Bake Texture ROP. It keeps failing due to geo size so I'm attempting to render tiles. I have two object nodes, one merges low res tiles from main terrain and other merges hi res tiles. I'm using a Wedge ROP to drive X and Y parms on an object which the tile objects reference to change the tile they display. This all works fine, except the Bake Texture ROP doesn't seem to refresh the bounds of the tile objects between Wedge iterations. It renders the tile in the space of the entire terrain. What's even weirder is I added bounds and match size SOPs to the tile to scale it to the entire terrain size, and it still only render tiles in terrain space. Is there some magic I need to do to get Wedge renders to update SOP graphs correctly? Does the last SOP graph node need to reference parms driven by the Wedge node? I've attached an image of the output, as you can see it's correctly rendering the tile, just in the space of the entire terrain. Thanks! G
  4. Hello guys! I'm trying to get different $WEDGE variable to filename, the problem is... my setup has 2 WEDGES wired, 1 linear values, other random, and each Wedge node have a unique wedge prefix.. when i call $WEDGE in file writer, or even on "Font" node, i see only first prefix on variable... what causes all subsequent random interactions overriding files on disk. same problem using $WEDGENUM on wired WEDGES the setup on OUT context is: WEDGE_Linear (prefix wedge_lin) | | WEDGE_Random (prefix wedge_rand) on $WEDGE call i see only: _wedge_lin_parm_0 _wedge_lin_parm_1 _wedge_lin_parm_2 _wedge_lin_parm_0 (this overwrite filenames) _wedge_lin_parm_1 (this overwrite filenames) _wedge_lin_parm_2 (this overwrite filenames) but i need unique concatenated names: _wedge_lin_parm_0__wedge_lin_rand_0 _wedge_lin_parm_1__wedge_lin_rand_0 _wedge_lin_parm_2__wedge_lin_rand_0 _wedge_lin_parm_0__wedge_lin_rand_1 _wedge_lin_parm_1__wedge_lin_rand_1 _wedge_lin_parm_2__wedge_lin_rand_1 Any ideas how to get a unique name for writing with WEDGES wired together?
  5. Apologies in advance since pretty sure some variation has been asked before. A quick search didn't turn up anything though. When doing various wedge render setting tests on single frames it would be SO useful if the actual render time was comped, burned into the frame. Anyone know of a way to do this?

    Hey guys, trying to use the wedge rop to create multiple pyro wedges to then drive particles - i thought my setup was correct and cant find an error myself but all the wedges look identical, provided my file so have a look and would be great if anyone had any ideas Thanks as always Chris Ink_Water_v2_t1_introducewedge.hip
  7. Hi odforce I have this issue that i cant get "takes" to work with distributed rendering. I have tried with Deadline and HQserver and both get the same issue, they cant "modify" the parameters in the takes because they are locked. I have tried using wedge (telling the distributed renderer that i submit it with a wedge) and i have tried to submit it with just changing the take in the rop itself. Is the take system only meant for rendering on your local machine or am i missing something? As a sidenote, why do HQserver need $HIP or $JOB in the filename when the path is allready accesible to the rendermachines? And why do you have to install the repository on the same partition as the project itself? I hope someone out there knows a solution on this (or have any other clever idea on how to work with different sim settings), because its a bit cumbersome to not be able to use takes when siming. regards Thomas