Renderman 23.5
Comp inside Houdini COPs
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MARDINI Daily Challenge 2021 » Day 31 Image | Elements | Fire
- Tiago Adloff
- 11 posts
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MARDINI Daily Challenge 2021 » Day 23 Image | Creatures | Sleep
- Tiago Adloff
- 11 posts
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MARDINI Daily Challenge 2021 » Day 22 Animation | Creatures | Crawl
- Tiago Adloff
- 11 posts
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MARDINI Daily Challenge 2021 » Day 20 Image | Worlds | Hidden
- Tiago Adloff
- 11 posts
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MARDINI Daily Challenge 2021 » Day 19 Image | Worlds | Rural
- Tiago Adloff
- 11 posts
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HOULY Daily Challenge » Day 31 | Materials: Incandescent
- Tiago Adloff
- 11 posts
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This is my try! On mantra!
Little comp on cops.
Little comp on cops.
Edited by Tiago Adloff - Aug. 1, 2020 13:00:34
HOULY Daily Challenge » Day 5 | Motion: Wave
- Tiago Adloff
- 11 posts
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HOULY Daily Challenge » Day 4 | Elements: Fire
- Tiago Adloff
- 11 posts
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On time?
Enterily on H18. little bit of comp on cops.
Enterily on H18. little bit of comp on cops.
Edited by Tiago Adloff - July 5, 2020 03:10:08
Technical Discussion » Pyro Disturbance/Turbulence on initial high velocity frames
- Tiago Adloff
- 11 posts
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Hello guys, I`m trying to add disturbance and turbulance on initial frames of pyro simulation, there is some trick ?
Edited by Tiago Adloff - Jan. 16, 2019 17:06:30
Technical Discussion » Extended Ocean with large Object Collision - Slow Ocean Shader Spectra rendering
- Tiago Adloff
- 11 posts
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Hello guys,
I have been working on a big storm simulation, with guided Ocean that collide with a oil station platform.
I made the extended ocean with particle surface using “Surface Polygon Soup”, and region bounding box with extrude edges for masking.
Everything is working, I made the mesh surface cache of extended, to improve the speed of rendering, but when I start the render for a single frame, the “volume shader” of ocean interior take a lot of time in mplay to start with messa “Creating displaced geometry (obj/guidedoceanlayer_fluidinterior)”, so I used only a object merge and a volume extrude.
Can I just cache this volume extrude? Also the number of subdivisions extrude can influence the spectra displacement render time?
Also there is some tip or trick to simulate this large FLIP with wavetank.
Thank you.
Here is the reference
I have been working on a big storm simulation, with guided Ocean that collide with a oil station platform.
I made the extended ocean with particle surface using “Surface Polygon Soup”, and region bounding box with extrude edges for masking.
Everything is working, I made the mesh surface cache of extended, to improve the speed of rendering, but when I start the render for a single frame, the “volume shader” of ocean interior take a lot of time in mplay to start with messa “Creating displaced geometry (obj/guidedoceanlayer_fluidinterior)”, so I used only a object merge and a volume extrude.
Can I just cache this volume extrude? Also the number of subdivisions extrude can influence the spectra displacement render time?
Also there is some tip or trick to simulate this large FLIP with wavetank.
Thank you.
Here is the reference
Technical Discussion » Extended Ocean - Flattening Issue
- Tiago Adloff
- 11 posts
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Hello guys, I'm facing a problem with particle surface sop for Extended Ocean, when particle separation is low, the fluid surface on bounding box apear normally, but when I decrease the particle separation the fluid surface desapear and only some splashes are meshing. When I disable the bounding box the surface mesh apear normally.
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