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Technical Discussion » turquoise/dark green renders coming off farm
- Emily Luke
- 16 posts
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Technical Discussion » turquoise/dark green renders coming off farm
- Emily Luke
- 16 posts
- Offline
I am submitting jobs to the farm normally, my other jobs/files dont have this issue. They are coming back succeeded, but the material or something is coming back as a turquoise/dark green colour. at first it was only one frame on one job. but now, its groups, and singles, of about half of the frame range and on all of the same scene, but different pass files for example shot 1 earth, shot 1 astronaut, shot 1 clouds. also, the frames that are turquoise have an extra 2k of disk space being added on. has anyone experienced this before?
using h14.0.223 with hqueue
using h14.0.223 with hqueue
Houdini Learning Materials » tutorial for understanding what nodes do what in vop shops
- Emily Luke
- 16 posts
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Houdini Learning Materials » vop shops headaches.
- Emily Luke
- 16 posts
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Trying to create a little white square in a procedurally turbulent procedurally yellow colour cloth-like material like the reference.(image1)
I think i've got the right nodes in the right area, doing the right things (image2) but nothing is changing in the render.
I'm using plain old white and black images to show where I want the white square, and whether i use white on black or black on white, nothing changes. (image3)
help
I think i've got the right nodes in the right area, doing the right things (image2) but nothing is changing in the render.
I'm using plain old white and black images to show where I want the white square, and whether i use white on black or black on white, nothing changes. (image3)
help
Houdini Learning Materials » tutorial for understanding what nodes do what in vop shops
- Emily Luke
- 16 posts
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I would like to suggest a tutorial for the vop shops network, using the default system to create a completely custom material from a default one. going through each type of material would be highly beneficial.
Houdini Learning Materials » tutorial for understanding what nodes do what in vop shops
- Emily Luke
- 16 posts
- Offline
I would like to suggest a tutorial for the vop shops network, using the default system to create a completely custom material from a default one. going through each type of material would be highly beneficial.
Work in Progress » RGB matching houdini to photoshop
- Emily Luke
- 16 posts
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i've got a great procedural colour, but need to do some material re-working. how do i convert houdini's rgb values to photoshop so i can get a real white but keep the perfect colour?
Work in Progress » warped texture render
- Emily Luke
- 16 posts
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Work in Progress » warped texture render
- Emily Luke
- 16 posts
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hey all
ive got a rigid piece of geometry that is rendering out a warped texture. This is really obvious as they are straight lines. The UVs are all perfectly straight, I've added geometry so there's more tension to keep them straight, but at the very end the lines are pulled to a side. any ideas? this should be really easy and drawing the lines warped on the image so it comes out straight is a really backwards way of working and i really want to avoid it.
ive got a rigid piece of geometry that is rendering out a warped texture. This is really obvious as they are straight lines. The UVs are all perfectly straight, I've added geometry so there's more tension to keep them straight, but at the very end the lines are pulled to a side. any ideas? this should be really easy and drawing the lines warped on the image so it comes out straight is a really backwards way of working and i really want to avoid it.
Technical Discussion » rotating particles?
- Emily Luke
- 16 posts
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ive got a particle sim with a volume on it, using spheres.
we are trying to make roiling, billowy smoke without using pyro. the issue is that the spheres are rotating at odd times, making the sim look a lot worse. i read in a forum that you can use pop wrangle, torque, vop, rotate, orient and lookat to point them in a direction. but i dont want to point them in one direction or two or three. i want them to rotate slowly, organically, in no particular direction. ideas?
we are trying to make roiling, billowy smoke without using pyro. the issue is that the spheres are rotating at odd times, making the sim look a lot worse. i read in a forum that you can use pop wrangle, torque, vop, rotate, orient and lookat to point them in a direction. but i dont want to point them in one direction or two or three. i want them to rotate slowly, organically, in no particular direction. ideas?
Technical Discussion » VDB voxel size from life
- Emily Luke
- 16 posts
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edward
If you want the size of voxels in the same volume primitive to be different, then yes, that is impossible.
i was able to do it using pscale. not impossible.
Technical Discussion » VDB voxel size from life
- Emily Luke
- 16 posts
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edward
The size of the voxels must be the same for the *entire* volume.
so you're saying its impossible?
Technical Discussion » VDB voxel size from life
- Emily Luke
- 16 posts
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I've got a mathematical expression that i can apply to my problem, basically fixing it. my only problem is that I can't access the $age variable in the vdb from particle voxel size parm. do you guys know how to transfer local variables so that i can access my particle lifetime?
Technical Discussion » VDB voxel size from life
- Emily Luke
- 16 posts
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Hey all
I'm trying to get some volumes to grow in size according to their age, from newborn small to old large. Is there an expression I can type into the voxel size parameter that will “just work”?
I've used particles to build my volumes, so we can work with particles here.
I'm trying to get some volumes to grow in size according to their age, from newborn small to old large. Is there an expression I can type into the voxel size parameter that will “just work”?
I've used particles to build my volumes, so we can work with particles here.
Technical Discussion » multiple collision objects for flip fluid sim
- Emily Luke
- 16 posts
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Technical Discussion » multiple collision objects for flip fluid sim
- Emily Luke
- 16 posts
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I have an assignment involving waterfalls, but I've chosen to have multiple levels of pooling spouts. I have 4 levels, including the top and bottom. I tried using the merge node to put them all into one input for the flip solver, but it doesnt register. Ive also tried putting them all in on one input and the solver only allows one. If I could get some input, that would be great.
Thanks
Thanks
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