Hello, searching around this problem, is there some simple way how to exclude matte object from extra image planes? Force matte does not work, matte on object it self does not, FullOpacityFiltering on custom image plane does not work too (Vray guys make fun from Mantra, don`t like it ) Thanks a lot.
Hello have still little problem with meshing particles in houdini. im trying to do something like caramel but have problem with viscose liquid. Look at the vimeo. First problem is with particles. Viscosity is 1500 density 1000. If you look at the caramel on top of the bending edge, particles there does not stick together and jumping to next surface.
Second problem is with meshing, standart settings Average position. Problem is with big curvature and ofcourse particles which jumping to the next surface. But I have still problem with this strange meshing thing in another different scene. Mesh is creating where is no particles. Any idea? This is just test scene low res. Thanks a lot.
Hello, I have little problem with importing stereo cam into houdini 10,11 from maya 2012. I have no problem with FBX from Maya 2009-2010. Any idea? Thanks a lot.
I have tried some simple simulation of cloth. I need clooth to fall down from roof to road over streets lights and in between of corner is some statue of angel. Guy show me maya Ncloth results, pretty nice, detailed simulation.Sim time 8 hours I7 8gb ram win 7. So I open H11 and started with sim. Simulation looks really weird, tons of penetration, i trying simplify collision objects as I can but cloth goes threw like theres nothing to collide with. So I loose one day….grrrrrrrrr……At night I try simple things at home in H10, and it looks that everything works great, no penetration even with very long tiny objects (for street lamps). So I start simulate in H10 on my i7 8gb win XP 64. 8 Hours of simulations grid 250x250 (more kill houdini) gives me 70 frames (I need only 1 frame for static prints) which is relatively enought. But details and resolution is two times smaller than maya Ncloth. So I need 500x500 but simulating time should be 2 days for 100 frames. So, what do you thing about this? First, is there some other settings in H11 for penetration? H10 works pretty cool, like collision and behavior, but speed is somewhere in 1990. Is there some possibility to simulate grid 500x500 with houdini? say 10h sim time max. Thanks a lot BC.
I have little problem with UBUNTU. Im totaly new in linux, but everything works ok, houdini is stable but. If I hit render buttom from selection and handle control bar, Mplay dont show. I click on render on mantra node, rendering proces dont show, something rendering but it seem freeze. If I in menu render/Mplay/open file, Mplay open correctly. Does anybody know where could be problem? Thanks a lot
Great, only thing, colour limit in mantra, do you mean mantra/output/white point? That will dark all but it works. I change map and all is ok. Thanks a lot BC
hello i have problem with reflection antialiasing, micropolygonal render, more samples dont work for me…
look at the picture, standart chrome, old good debevec hdri UZIFI. If I turn off reflection, antialiasing is good on 4*4 samples. I try 10*10 but reflection is still bad. Is there something I miss in render settings? I try other filters but no change. Thanks a lot BC.
Hello, I have little problem with extruding profile(simple line) along noisy curve, I cant find any sop where I can animate U lengh, effect like animating extruding, another problem is with UVs. I have simple texture but relatively long text, I could Use polywire with animated clip, but polywire has UVs per one segment, If I have 100 segments, I need weld UVs to get one stright UV of whole object, but editing UVs in houdini looks so much strange to me, But clip is ok, texture fit perfectly. So Is there something like in maya with nurbs extrude what I can Animate along curve? Sorry for that stupid question but I cant find it anywhere….Thanks a lot BC.
I need to create comething like moving tree year rings.
So my setup should be
1, maya animation of some guy, then render sequence of frames with only surface shader or use only alpha 2, in houdini use trace sop, offset curve from trace and skin it so I have little peace of surface which will moving with sequence of pictures. 3, mapping year ring texture. then offset again curves resample it, less details and repeat this step many time, so I have offseting moving year rings.
Problems: first problem is with offseting curve,curve could be very zigzag. I cant find any tool for that. I found peak, but there is problem with normals. How could I fix it? another problem is with mapping. I leave skin surface uncheck convert ot poly, so surface is nurbs? so I could map textures by S and T right? But number of points will be different every frame, texture will shake? another thing, will I have acces to tile texture if i use S and T?
Any ideas how to easy and quick solve this interesting example? Sorry for that stupid questions but still much much thing to learn in houdini. Thanks a lot BC
I have little questions about I3D images. I created particle trail behind rocket, add metaballs, render metabals as volume add billowy shader, but I3d in render flickering, in alpha too, so no shadow problem, In scene I must scale I3d a lot to fix axactly shape I want but I3d has very pooor subd, and every frame change mesh alot. How to fix it? there is little hip file.
Another question is about scale of scene, I created clouds with meta, same system, render relatively fast with 2 deep shadowed lights, but If I use this same setup for larger scene say 20x scale only plane which generate scatter with meta, all is same, render take soooo much long when generate deep shadows. So scale of scene is big problem for I3D?
Hello Im trying just for fun and practice shutter peace of glass by projecting curves onto nurbs surface, but. I have little problem. I create pattern by lines project on nurbs grid but now I dont know how I could separate peaces. Trim not work of course, Is there any way how to do that? I need only separate peaces, then convert poly, extrude, connect partition and destroy all in dops there is picture and sample scene. Thanks a lot guys and nice weekend.
Hello i have some little questions about grouping.
1, I use VORONOI FRACTURE tool to shutter a lot of differents 3d texts. I have forexample 3 different texts and I need merge it together like one object. But, if groups has same names they merge primitives together, and nuber of groups stay same. I need something which automaticaly rename groups. So object 01 has peace1-50 other same names, so i need after merge that second object will continue peace_51 Same problem is when I use duplicate 5 times in say X, all groups has same names and primitives is merged. So number of groups is same but every group grow X num copys… I need same names becouse I then use coloring peaces based on attrib transfer to switching then into dynamic RBD. Or I must rename groups in sop group node? IF yes, is there some easy expression?
2, Another little thing is, how I could easily offset bgeo cache, It is possible write something into path of reading cache?
Sorry for stupid questions but I still have lot of things to learn about houdini thanks a lot all of you….BC…
heeej slovakia nice to se you there. Thanks a lot for help. So I tried UVposition vop in shader becouse I need independently repeat displace or colour, So not easy like in maya but it works. I dont know why not on constant shader but with others like basic displace atc it is ok. Do you have some email? Want to speak with you about houdini atc. Brothers Liskas's won a appretience chalenge, I met with one of them last week. Im wery happy that in inczechoslovakia 8) houdini live. Thanks a lot again. Just write me on ICQ……BC….
Hello I have little stupid question, How I coul repeat texture? Something like in maya. Any texture has uv node where I could repeat texture independently in U and V direction, Plese where I could found it in houdini? Thanks a lot
Hello, I dont know if I do some mistake somewhere, but stereo cam seem to work bad. In earlier wersions I do some test and all works great, but now, in newer build, when I zooming camera, I can see the center of paralax but If I turn off mouse buttom, paralaw will change to default, where is problem? Thanks a lot….