Hey guys!!
Currently I'm aiming to redo the VFX pipeline at my work.
Our current render farm is only for Maya+RS, so RS proxy is the best way to simplify and avoid a lot of problems, BUT now that I have to send all from Houdini to Maya, the only thing that give me headache are the volumes.
In Maya is needed to scale everything by 100, so all the values of any volume (density, heat, temperature) are increased as well.
I'm trying to push a H+RS render farm too, but for the moment I have to stick to the current pipeline.
My question is, what could be the best way to send that kind of archives (volumes) to Maya and get the same result as in Houdini?
This is the only part that I haven't solve.
Any help would be appreciated!!!
Thanks!
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Technical Discussion » Pipeline question
- JasonLeandro
- 73 posts
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3rd Party » Houdini Redshift problem
- JasonLeandro
- 73 posts
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Solve it! I wasn't importing all the data needed to the proxy output.
Edited by JasonLeandro - April 18, 2018 17:13:26
3rd Party » Houdini Redshift problem
- JasonLeandro
- 73 posts
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Yeah I have seen the same with the VDB memory wise, but when I try to make that simple explosion a proxy doesn't work in Maya
3rd Party » Houdini Redshift problem
- JasonLeandro
- 73 posts
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Converting it to VDB, that's how we manage to solve volume data untill now, I want to change that part of the pipeline and start using only proxies.
3rd Party » Houdini Redshift problem
- JasonLeandro
- 73 posts
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Thanks for the link to the custom installation!
About the proxies voolume data, here is what I have right now, but is not working in maya, maybe I did something wrong, any idea?
About the proxies voolume data, here is what I have right now, but is not working in maya, maybe I did something wrong, any idea?
3rd Party » Houdini Redshift problem
- JasonLeandro
- 73 posts
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Yeah here at work the Sup wants to create a custom installation, same as he did with Maya, we're setting up a pipeline based in proxys, that's because the render farm is all set up for maya
I was hoping proxies could read volume data, but sadly… no
I'm using the latest version RS 2.5.66 with H 16.5.378
I was hoping proxies could read volume data, but sadly… no
I'm using the latest version RS 2.5.66 with H 16.5.378
3rd Party » Houdini Redshift problem
- JasonLeandro
- 73 posts
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Hey Daryl, thanks for the reply!
What I did to resolve this problem was move the RS folder to “C:\ProgramData” and point all the paths to that folder.
I don't know why this was needed, but is the only way I could make it work.
What I did to resolve this problem was move the RS folder to “C:\ProgramData” and point all the paths to that folder.
I don't know why this was needed, but is the only way I could make it work.
3rd Party » Houdini Redshift problem
- JasonLeandro
- 73 posts
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Hey guys, I don't know where to post it, so I'll publish it here
I have this weird problem with redshift materials, I haven't found anything on internet.
This happends in a clean scene, only adding a standard RSMaterial, the .env file is setup like this to point to RS install folder.
PATH = “C:\Redshift\bin;$PATH”
HOUDINI_PATH = “C:\Redshift\Plugins\Houdini\16.5.378;&”
If anyone could help me, I would appreciate it!
Thanks
Jason Leandro
I have this weird problem with redshift materials, I haven't found anything on internet.
This happends in a clean scene, only adding a standard RSMaterial, the .env file is setup like this to point to RS install folder.
PATH = “C:\Redshift\bin;$PATH”
HOUDINI_PATH = “C:\Redshift\Plugins\Houdini\16.5.378;&”
If anyone could help me, I would appreciate it!
Thanks
Jason Leandro
Work in Progress » Smoke inside a infinite crystal shape
- JasonLeandro
- 73 posts
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Here is a personal project that I have been working on in the past days, done in Houdini rendered with Redshift, soon will upload a video of it!
Hope you guys like it!
Jason Leandro
http://www.jleandrovfx.com/ [www.jleandrovfx.com]
https://www.artstation.com/artwork/b1JQG [www.artstation.com]
Hope you guys like it!
Jason Leandro
http://www.jleandrovfx.com/ [www.jleandrovfx.com]
https://www.artstation.com/artwork/b1JQG [www.artstation.com]
Houdini Lounge » Fedora 26 install problem
- JasonLeandro
- 73 posts
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Hey guys I just installed Houdini 16.5 in fedora 26, installed but doesn't load, I just see the splash screen and then it fades away, any idea someone?
I'm new to linux
I'm new to linux
Technical Discussion » Modify normal angle
- JasonLeandro
- 73 posts
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Technical Discussion » Modify normal angle
- JasonLeandro
- 73 posts
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Hi guys!
I have a grid, did a soft transform to have one side flat pointing the Y axis and another pointing the Z axis, as it is in the screenshots.
With a attrib vop I'm able mix the normals of a flat grid with the mod one (Red node)
BUT I want something like the last image, the polys that are facing Y has 0 deformation and the polys that are facing Z has 1 in the deformation, right now is 0 or 1, I haven't been able to achieve a soft blend between the two of them.
If I could convert the normal to angle, do some kind of “if statement” maybe this will work, but I have no idea on how to do it.
Any help please?
HIP FILE ATTACHED
I have a grid, did a soft transform to have one side flat pointing the Y axis and another pointing the Z axis, as it is in the screenshots.
With a attrib vop I'm able mix the normals of a flat grid with the mod one (Red node)
BUT I want something like the last image, the polys that are facing Y has 0 deformation and the polys that are facing Z has 1 in the deformation, right now is 0 or 1, I haven't been able to achieve a soft blend between the two of them.
If I could convert the normal to angle, do some kind of “if statement” maybe this will work, but I have no idea on how to do it.
Any help please?
HIP FILE ATTACHED
Edited by JasonLeandro - Nov. 15, 2017 14:05:02
Technical Discussion » Baking animation to key per frame
- JasonLeandro
- 73 posts
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Oh! Ok I found how to do it, I needed to Bake it out from OUT context not in SOPS.
Thanks Guillaume!
Thanks Guillaume!
Technical Discussion » Baking animation to key per frame
- JasonLeandro
- 73 posts
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Guillaume
My guess is it might be that you are exporting the particles from directly out of the SOP node and that it doesn't pickup the parent object transform.
Yes I'm exporting out of SOPs, I'm using a simple ROP Alembic.
I want a single particle cache with the null animation baked in.
Thanks for the reply Guillaume!
Technical Discussion » Baking animation to key per frame
- JasonLeandro
- 73 posts
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Hi guys!
Old post I know, but for the moment is the only one I have found with a similar problem like mine.
I have this null that was send it to me from maya, it has the animation of the head of that character, I attach the particles to that null so I can have the right movement of it.
But when I'm gonna bake them out and send them to Maya, is not baking the null motion.
Any idea on how to fix that?
Thanks!
Old post I know, but for the moment is the only one I have found with a similar problem like mine.
I have this null that was send it to me from maya, it has the animation of the head of that character, I attach the particles to that null so I can have the right movement of it.
But when I'm gonna bake them out and send them to Maya, is not baking the null motion.
Any idea on how to fix that?
Thanks!
Houdini Indie and Apprentice » WhiteWater issue!!!
- JasonLeandro
- 73 posts
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I'm adding white water to a sim and the whitewater is dying by chonks not randomly based in the life expectancy.
Any idea of why this is happening or how to fix it?
Thanks to all!
Any idea of why this is happening or how to fix it?
Thanks to all!
Edited by JasonLeandro - Sept. 14, 2017 12:24:28
Houdini Indie and Apprentice » Forming object
- JasonLeandro
- 73 posts
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At the end I made it work backwards, just reverse all the animation, with a timewrap SOP, and think everything that way, after that I added some more particles to go along side with the FX and made it look better!
Houdini Indie and Apprentice » Forming object
- JasonLeandro
- 73 posts
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Does anyone has an idea of how to do something like this but at the inverse?
https://www.youtube.com/watch?v=zrhXB653wKg [www.youtube.com]
Any idea would be awesome!
https://www.youtube.com/watch?v=zrhXB653wKg [www.youtube.com]
Any idea would be awesome!
Technical Discussion » Change Particle Color based on Life (VEX)
- JasonLeandro
- 73 posts
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@galagast Thanks as well for the info!
Can I ask what is the best way to understand better VEX? I'm a no programmer guy trying to get that black magic in to my brain!
Can I ask what is the best way to understand better VEX? I'm a no programmer guy trying to get that black magic in to my brain!
Work in Progress » Custom Normal Rotation
- JasonLeandro
- 73 posts
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I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y.
I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-.
I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane.
If anyone could help me or have any idea I would appreciate it!!!
I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-.
I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane.
If anyone could help me or have any idea I would appreciate it!!!
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