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Found 336 posts.

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Technical Discussion » Emit from animated texture.

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sanostol
559 posts
Online
 April 27, 2009 15:09:12
Hi there is anotehr way of doing this. I attached a file. I use a vopsop to generate a attribute onto scattered points that I can later use in a delete sop. this is quite fast and I can use this points as source for my particles.
have a look it it works for You .

Martin

PS: Ieek, empty space in the filename !! ops:
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Technical Discussion » Splitting from Volume of Instance

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sanostol
559 posts
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 April 26, 2009 07:16:14
I thougth this should work. I want to split particles from the volume of a instance. the split node offers this option. but unfortunately it kills the inherited velocity. is there a workaround?
Martin
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Houdini Lounge » H10 Promos and session files

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sanostol
559 posts
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 April 25, 2009 04:27:53
Great.The prompdetail has so much detail in it. It will be very interesting to study the files

Martin
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Houdini Lounge » Name Collision with Displacement Materials

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sanostol
559 posts
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 April 25, 2009 04:26:15
When you create local material parameters on a object with a displacment material You don't get the displacment scaling as scale parameter allready exists on every object. maybe the displacementscale could be named different by default

Martin
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Houdini Lounge » HQueue?

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sanostol
559 posts
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 April 20, 2009 16:08:44
Thank You.
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Houdini Lounge » HQueue?

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sanostol
559 posts
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 April 18, 2009 10:23:19
is it correct that i can use HQueue to manage mantra jobs on the farm? what do I need to install on the render clients?

an other thing is what do I need on the clients to do upresing? hbatch?

Martin
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Houdini Indie and Apprentice » H5 !!

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sanostol
559 posts
Online
 April 15, 2009 15:18:23
the vtms I have in mind should work quite well in 9.5 with some fixing. I guess it is easier to pick up 9.5 than 5. the helpfiles are quite well done.
Why waste time with a outdated version. what kind of computer do You have?

Martin
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Technical Discussion » Mantra Verbose Mode

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sanostol
559 posts
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 March 22, 2009 14:25:44
that works fine, thanks
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Technical Discussion » Mantra Verbose Mode

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sanostol
559 posts
Online
 March 22, 2009 13:18:44
Hi,

When I set the mantra verbosity level to 1 on xp64 a little window pops up as soon as i start a render and shows me things like shadowmap generation and rendertimes.

on linux (ubuntu) nothing happens. How can I fix this?

Martin
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Houdini Lounge » New Axis SSS

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sanostol
559 posts
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 Feb. 10, 2009 02:11:14
Thank You very much!

Looks great

Martin
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Houdini Lounge » Attach Geometry to Particles

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sanostol
559 posts
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 Dec. 27, 2008 06:55:56
If You want really instances with all their benefits and drawbacks, go to the objecct level select teh particle object and click on the little gear object at the top of the parameter pane, now select edit rendering parameters and search for the parameter “Mantra9.5>Instance>PointInstancing”, drag it to the right tree and click accept

now You got a new paramter Point Instancting at the objectlevel, turn it on and render. now You can see the donuts. by default the parameter is of so the instance information is not piped to mantra.

martin
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Houdini Lounge » "On Fire" Masterclass Online

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sanostol
559 posts
Online
 Dec. 16, 2008 03:28:38
With all these masterclasses I really need some time now. Thanks for all that stuff. It is great

Martin
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Houdini Lounge » In-Depth Look at Fur

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sanostol
559 posts
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 Nov. 29, 2008 03:42:23
thanks for this great video.

martin
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Houdini Lounge » Generate new gallery

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sanostol
559 posts
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 Nov. 21, 2008 04:47:55
how can I generate a new material gallery file? the add button wants me to select a existing gal file. but I want to add a new one

Martin
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Houdini Lounge » New to Houdini, how i know where to write shader?

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sanostol
559 posts
Online
 Nov. 7, 2008 03:19:33
Hi

simple things first, You can apply shaders to objects
- by drag'n'drop them from the to the object in the viewport
- in the objectlevel. every object has a material tab, browse the the shader You want to apply
- in SOP level with the materialSOP

before You can apply a shader it has to be in the scene, the material palette has some presets, but You have to drag them into the scene to use them.

shader writing is a complex. first you can use the presets that come with houdini. You get to the next level when You dive into one of this. Now You at the VOP level, where you can use nodes to define Your surface and displacement. One level deeper is VEX code, where You can either write complete shaders or VOPnodes. the good thing is You can use vex in any other context, too. The book “Advanced Renderman” is a great resource for understanding, it does not cover mantra but mantra and renderman share a lot of concepts.

have fun

Martin
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Houdini Lounge » Houdini Benchmarking

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sanostol
559 posts
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 Oct. 31, 2008 05:21:14
All of ICE is multi-threaded, so it is insanely fast.

That is not the complete truth, unfortunately.

Some nodes are not threaded by nature, and if You use them in Your network the speed suffers. Nodes that have to look through the complete data set for example. I think it is a nature of multithreading.
But with clever building You can minimize this.
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Technical Discussion » can i bake the expression animation to keyframes

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sanostol
559 posts
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 July 18, 2008 08:05:24
yes please,

also would be handy to bake chop and path animation, too
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Technical Discussion » render particle as spheres

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sanostol
559 posts
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 July 7, 2008 15:05:51
sorry, yes I meant the plain spheres from particles. i don't get it. but obviously I made a big misstake until now. They just do fine, as they should. what the hell went wrong the other day… (oh, it was me)

martin
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Technical Discussion » render particle as spheres

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sanostol
559 posts
Online
 July 7, 2008 10:45:15
Hi I want to render my particles as spheres, but still want to modify them with a point sop. but as soon as i add a pointsop after my popnetwork they do not render as spheres anymore

how do i get my spheres back?

martin
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Technical Discussion » Splitting from instance volume::no velocity inherited

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sanostol
559 posts
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 July 7, 2008 06:44:36
Hi I want to split from instance volumes, but the new particles do not inherit the velocity

is it a bug ?

i attached a test file

martin
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