i just have a ball with hairs, with sub steps of one looks great, if i do 2 sub steps now they are super jumpy and every random frames will kinda pop... shouldn't increasing the sub steps ensure this doesn't happen?
any ideas or hint?
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Technical Discussion » why when increasing vellum substeps with wire jumps?
- pelos
- 617 posts
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Work in Progress » Hair Like Smoke? Looking for suggestions
- pelos
- 617 posts
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make a circle, copy lines to the points in the circle
add mountain sop with animation, add v along the curves
make particles from the circle been advected by the velocity of the curves.
add mountain sop with animation, add v along the curves
make particles from the circle been advected by the velocity of the curves.
Work in Progress » Test of Kamar rendering human head skin
- pelos
- 617 posts
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thought was an interesting scene, i think they are still porting mantra features into karma and slowly into xpu, since that one kinda just works with materialsX and i think the standard is behind of what normal vops have.
(Doing shaders in materialX is kinda painful compare normal Houdini nodes. plus, they don't have that many nodes yet.)
just adding some hairs with the new fabio material, / i was bored lol
(Doing shaders in materialX is kinda painful compare normal Houdini nodes. plus, they don't have that many nodes yet.)
just adding some hairs with the new fabio material, / i was bored lol
Solaris and Karma » how to render curves and geometry assign the material
- pelos
- 617 posts
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Solaris and Karma » how to render curves and geometry assign the material
- pelos
- 617 posts
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playing with solaris i have a ball and some curves like fuzzy hairs, i can render if i use mantra, but no idea what i am doing wrong, i assigned the material in the obj node.
is stage i import the scene, but just the ball show up any magical stuff that i need to do to get the curves and assign the material???
is stage i import the scene, but just the ball show up any magical stuff that i need to do to get the curves and assign the material???
Edited by pelos - July 26, 2023 01:19:29
Technical Discussion » How to pass a .py script to hython?
- pelos
- 617 posts
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Technical Discussion » VERY high CPU temps
- pelos
- 617 posts
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Solaris and Karma » Karma and Curves/Hair/Fur
- pelos
- 617 posts
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Technical Discussion » Hair Specularity Loss in viewport
- pelos
- 617 posts
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working with hair don't really trust the opengl, better to have a karma viewport open.
Technical Discussion » Parting lines for hair
- pelos
- 617 posts
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till today i am not happy with how the partline works, so just just break the hair in sections
Technical Discussion » Simulation on Animated Curve (Vellum Hair)
- pelos
- 617 posts
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make an atribute along the curve, you create a uv base on the curve, pipe that into a ramp parameter and the ramp to a bind node with the attribute you want to drive along the curve
Solaris and Karma » Hairprocedural pipeline
- pelos
- 617 posts
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i am not sure if the procedural in solaris is been use, the hair gen of the node is extremly powerfull we just have a display node above the hairGen and a null with the renderflag below. looks like is the same stuff just way easier to set up
Houdini Indie and Apprentice » How to add dust on fur
- pelos
- 617 posts
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Technical Discussion » is it possible to grab primnum in a shader?
- pelos
- 617 posts
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karma, i am just surprised that primnum or point num are not accessible by default and need to be store into the geometry.
Technical Discussion » is it possible to grab primnum in a shader?
- pelos
- 617 posts
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i would like to be able to grab the primitive number and multiply for a random number, i want each of my primitive be different.
could make an attribute at sop level where:
@myprim_num = @primnum
but i don't want to store it as a attribute i think is unnecessary to add more data since is right there. any ideas? (hopefully works with materialsX)
Tanks guys
could make an attribute at sop level where:
@myprim_num = @primnum
but i don't want to store it as a attribute i think is unnecessary to add more data since is right there. any ideas? (hopefully works with materialsX)
Tanks guys
Technical Discussion » object merge using the output of another node
- pelos
- 617 posts
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very nice form the UI! if you do / will show ALL the nodes inside and also that outputs
thought i would be needed to do a weird symbol or something like that!
thought i would be needed to do a weird symbol or something like that!
Technical Discussion » object merge using the output of another node
- pelos
- 617 posts
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is it possible to use object merge, and point to a node that has multiple outputs and specify the number of the output you want to object_merge?
Technical Discussion » keep an attibute with a solver after is been transfer
- pelos
- 617 posts
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yep very interesting, but if i invert and want the ball to be the one keeping the attribute.... caput... doesn't like that. like "Prev_Frame" node doesn't actually moves,
(also how you did to have the network on top of the viewport? that's cool )
(also how you did to have the network on top of the viewport? that's cool )
Edited by pelos - July 12, 2023 14:37:20
Technical Discussion » 2 different collision object with dif stickiness?
- pelos
- 617 posts
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i am playing with vellum grains, and in the third input i can connect a collision object, but how do i make each collision object have different properties,
example i have grains resting in a grid, i want a cube to touch the grains and be supper sticky and a sphere do the same, but with less 'stickiness' in old dops you had the object attribute, how is this been done in vellum?
example i have grains resting in a grid, i want a cube to touch the grains and be supper sticky and a sphere do the same, but with less 'stickiness' in old dops you had the object attribute, how is this been done in vellum?
Technical Discussion » keep an attibute with a solver after is been transfer
- pelos
- 617 posts
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i want to transfer a attriute and make sure that after several frames i will have it. trying the tutorial
https://voxelpixel.xyz/2020/04/21/houdini-using-a-solver-to-persist-attribute-transfer/#:~:text=We%20do%20the%20attribute%20transfer%20inside%20a%20solver,to%20the%20next%20iteration%20to%20be%20painted%20again.
but nothing moves inside the solver
how can i use the solver to keep the attibute?
https://voxelpixel.xyz/2020/04/21/houdini-using-a-solver-to-persist-attribute-transfer/#:~:text=We%20do%20the%20attribute%20transfer%20inside%20a%20solver,to%20the%20next%20iteration%20to%20be%20painted%20again.
but nothing moves inside the solver
how can i use the solver to keep the attibute?
Edited by pelos - July 12, 2023 14:19:19
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