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Found 14 posts.

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Technical Discussion » how to create matte for volume without rendering geometry?

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Jisung
14 posts
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 April 21, 2022 17:31:23
It's kind of esoteric subject.

I want to rendering smoke without rendering geometry.

Because i want to rendering seperately and compositing.

I have some reason for doing like this. It's important for me.
(I know there's pass for doing like this however i don't really want to rendering sametime because it's too much to taking render time.)

but if rendering smoke without geometry. there's no way to blending two of them.

becasue some geometry is front of volume, something`s don`t.

Is there any way to creating matte for perfectly blending geometry and volumetric?

I hope opengl rendering can making this matte.
Edited by Jisung - April 21, 2022 17:31:35
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Houdini Engine for Unreal » I want to set Default collision Object type on InstancedMesh

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Jisung
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 April 18, 2022 14:00:01
I want to set Object type of importing instancedmeshcomponent collision object type to worldstatic. Default value is WorldDynamic.

It's kind annoying. because in my game, there's bit of a collision object type issue for my generated mesh. and i found that problem is object type is world dynamic. and i can't find any setting for that default value.
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Houdini Lounge » how to provide collision with rbd to fbx?

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Jisung
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 Nov. 14, 2021 04:56:54
I`m currently experience with houdini rbd to fbx, and i want to export some destruction scene and also provide some animated collision. so i decided using rbd to fbx tool in houdini, and exported so well.

I want to walk around this animated destruction pieces but collision is not shaped that i expected and not even animated.

Is there any solution about this problem?
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Houdini Lounge » How pixar usd can define houdini mantra material(shader)?

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Jisung
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 Aug. 21, 2021 07:10:18
According to they said, usd is can deliver our assets to any other software and using it but i wonder how to bring material and create exactly same as another software, (in my case i failed) and if this possible i wanna know how to do it!
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Houdini Indie and Apprentice » How to detect where normal is pointing Inside?

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Jisung
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 Aug. 16, 2021 16:46:54
If geometry normal is directing inside, how to detect Those faces and reverse them procedurly?
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Houdini Lounge » How to get screenshot of network editor?

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Jisung
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 July 19, 2021 15:05:29
How to get screenshot of network editor?

I know, print Screen button can capture of my screen but, I want to increase Resolution of screenshot my network editor.

I want to get like some around 8k screenshot of my network editor. is that possible?
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Houdini Lounge » Is that possible to save .sim file when simulation is done?

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Jisung
14 posts
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 July 15, 2021 11:57:54
I`m just choice N Trail Length checkpoint simulation

And thank you all! that was really helpful

for me, run some test and let know to common issues all thanks
Edited by Jisung - July 15, 2021 11:59:38
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Houdini Lounge » Is that possible to save .sim file when simulation is done?

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Jisung
14 posts
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 July 12, 2021 02:02:10
I want to save .sim file when simulation is done or crashed or user stopped simulation.

saving whole simulation 1~end is waste of disk and simulation time I guess so, i want to save only simulation is done and last 2~3 frame only.

Is that possible? I`m really struggle with simulation is crashing or run out of ram
(Because while on simulation i`m doing something else with simulation pc)

I hope this possible and I think dopnet cache to memory option is saving simulation file to memory so it`s seems possible to save simulation only last frames
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Technical Discussion » How to assign dop sop solver to each objects?

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Jisung
14 posts
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 July 6, 2021 02:05:30
cwhite
You can use an Enable Solver with the Enable Objects parameter set to the name of the object you want to enable its input solvers for (in this case, you'd wire your SOP solver into the Enable Solver)

It`s working! Thanks
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Technical Discussion » How to assign dop sop solver to each objects?

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Jisung
14 posts
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 July 5, 2021 11:36:28
Enivob
I think you can extend the Dataname to specify elements from the data. In your case, with only two objects, the ids will be 0 and 1. So to exclusively reference id #1 in the SOP Solver your dataname would need to be Geometry:1
Can you explain more easily? I`m honestly don`t know modify dop network elements so, it`s too hard for me

I can`t find tutorial for how dop network data is working and modifying
Too hard for me please help me

I`m including this test file and i want to apply that sop solver to only rbdpackedobject1 I still don`t know how to assign only this object
Edited by Jisung - July 5, 2021 14:17:09
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Technical Discussion » How to assign dop sop solver to each objects?

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Jisung
14 posts
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 July 3, 2021 09:50:57
I have two rbd packed object connect to rigidbody solver

And i want to assign dop sop solver to first object.

how to assign dop sop solver for each objects?
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PDG/TOPs » TOPS localscheduler errors with Arnold shaders

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Jisung
14 posts
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 June 6, 2021 23:59:14
I have exactly same issue
how did you solve this problem?
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PDG/TOPs » PDG rop geometry is not working 'as an expected output file'

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Jisung
14 posts
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 June 6, 2021 22:52:45
Wedge visualization is working I made PDG network very simple and when i trying to save my geometry there`s an error (warning)

"Work item 'ropgeometry1_ropfetch1_13' lists file 'C:/Users/minel/Desktop/Houdini/Procedural_City/FracturedGeo/2.bgeo.sc' as an expected output file, but it wasn't found when the item cooked"

I don`t know reason of this error is occuring Output file path is so simple to save geometry
output file path : $HIP/geo/$HIPNAME.$OS.`@wedgeindex`.bgeo.sc

Help me
Edited by Jisung - June 6, 2021 22:53:20
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3rd Party » WIP: Houdini Engine for Blender

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Jisung
14 posts
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 June 2, 2021 08:05:22
I`m really waiting release this addon!

honestly i don`t know how to compile with c# extra so, i hope it will be access easily next release
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