Is it possible to merge two seperate Mantra nodes into one multi layered .EXR?
Or should I just stick with lets say 8 different .EXR files?
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Houdini Indie and Apprentice » Merge Mantra Nodes To EXR
- vleermeneer
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Houdini Indie and Apprentice » Question About Deep Rendering
- vleermeneer
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Sneak peak for some of you:
Base sim
https://www.youtube.com/watch?v=A3n6OrIn09M&feature=youtu.be [youtube.com]
Bubbles, spray and foam
https://www.youtube.com/watch?v=LRYpBeV_0ak [youtube.com]
Base sim
https://www.youtube.com/watch?v=A3n6OrIn09M&feature=youtu.be [youtube.com]
Bubbles, spray and foam
https://www.youtube.com/watch?v=LRYpBeV_0ak [youtube.com]
Houdini Indie and Apprentice » Question About Deep Rendering
- vleermeneer
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So I have this flip simulation of a submerging star ship enterprise (yup I had to do it).
And now I'm wondering if I were to render out the water surface, white water particles, mist and star ship enterprise seperately with deep camera map.
Do you think its possible just to use a deep merge in nuke for this without the old school way of rendering phantom objects or object id's?
In theory I should only be able to do a deep merge and I'm ready to go if Im correct right?
And now I'm wondering if I were to render out the water surface, white water particles, mist and star ship enterprise seperately with deep camera map.
Do you think its possible just to use a deep merge in nuke for this without the old school way of rendering phantom objects or object id's?
In theory I should only be able to do a deep merge and I'm ready to go if Im correct right?
Houdini Indie and Apprentice » Clean Intersecting Paths
- vleermeneer
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Hi there, thanks for your response.
Also a fan of your work btw!
Anyways I've got the file on my harddisk on school, I will upload it tomorrow as soon as I arrive at school!
Also a fan of your work btw!
Anyways I've got the file on my harddisk on school, I will upload it tomorrow as soon as I arrive at school!
Houdini Indie and Apprentice » Custom velocity field from SOP to DOP
- vleermeneer
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This is one way that I use for applying DOP POPs as Pyro Source inside the same simulation.
Kind of an Inception going on here…..
Hope this helps!
Kind of an Inception going on here…..
Hope this helps!
Houdini Learning Materials » Rendering UDIM Textures Tutorial
- vleermeneer
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Hey guys, I've just made a new tutorial on how to render out textures which use UDIM uv's for example in when you painted something in Mari.
https://www.youtube.com/watch?v=cUtXI7NKgJc&feature=youtu.be [youtube.com]
I've also attached the project files!
https://www.youtube.com/watch?v=cUtXI7NKgJc&feature=youtu.be [youtube.com]
I've also attached the project files!
Technical Discussion » packed primitives material assignment
- vleermeneer
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You can also cheat the system…. ops:
Assign materials before packing, promote attributes to points, fuse all points to their center location with foreach and transfer the attributes ontop of the packed primitives.. ops:
Assign materials before packing, promote attributes to points, fuse all points to their center location with foreach and transfer the attributes ontop of the packed primitives.. ops:
Technical Discussion » velvet / cloth shader
- vleermeneer
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You could also use the fresnel node and use some ramps to create some interesting effects.
The fresnel node also comes in with an IOR slider.
I've created one quickly, I'm not 100% sure what you are looking for, some more specific examples could get you better awnsers.
The fresnel node also comes in with an IOR slider.
I've created one quickly, I'm not 100% sure what you are looking for, some more specific examples could get you better awnsers.
Houdini Lounge » Wonderful Problem with Caustic !
- vleermeneer
- 245 posts
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I also noticed when you try to change the photon target to include all objectsss except for the BOX object it will still generate caustics for that object.
Even in light linking when you exclude the box from the caustic light.
The first one must be a bug I suppose?
Because its not listening to my photon targets.
What do you think Joker?
Even in light linking when you exclude the box from the caustic light.
The first one must be a bug I suppose?
Because its not listening to my photon targets.
What do you think Joker?
Houdini Lounge » Wonderful Problem with Caustic !
- vleermeneer
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Wow I just downloaded the file and I'm kinda mindblown about the difference in rendertimes!
I'm gonna try and make it fast…
I'm gonna try and make it fast…
Houdini Indie and Apprentice » Custom velocity field from SOP to DOP
- vleermeneer
- 245 posts
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Normally I would dive inside the DOP Network and add another Source Volume node and add that one to the merge node but somehow this insanely slows down the simulation.
Then theres the alternative way which I also use quite alot, and thats by using a Field Force node in DOP and use a SOP Vector Field as input.
You might need to turn of the guide geometry because its quite heavy to compute most of the times.
Check out the attached file.
Then theres the alternative way which I also use quite alot, and thats by using a Field Force node in DOP and use a SOP Vector Field as input.
You might need to turn of the guide geometry because its quite heavy to compute most of the times.
Check out the attached file.
Technical Discussion » Screen-space based lattuce deform
- vleermeneer
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Do you mean the “point_number” part from the expression?
If you dont want to reference any specific pointnumber you can reference all of them using $PT, but I actually dont really know where you are using the point() expression, what are you trying to do with it?
If you dont want to reference any specific pointnumber you can reference all of them using $PT, but I actually dont really know where you are using the point() expression, what are you trying to do with it?
Houdini Indie and Apprentice » getting self-collision for geometry copied to particles?
- vleermeneer
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When you have spheres its quite simple, in the popobject node just change the volume offset in the collision tab to the same radius as your sphere..
Houdini Indie and Apprentice » getting self-collision for geometry copied to particles?
- vleermeneer
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Theres not really a one way solution, all depends on what you really want to create.
What kind of geometry are you copying onto your particles?
If they are spheres for example you can use the particles radius, if you have complex geometry I would suggest using the bullet solver instead.
What kind of geometry are you copying onto your particles?
If they are spheres for example you can use the particles radius, if you have complex geometry I would suggest using the bullet solver instead.
Technical Discussion » Preserving UV's with VDB fractures
- vleermeneer
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You should do the UV reprojecting within a foreach node set to “all primitives/points” because when you reproject uv's houdini does not know where to cut the seams.
When you use a for each for every primitive / point, you basically cut every face so you dont have to worry about the seams anymore because the faces get copy pasted exactly the way they were.
When you use a for each for every primitive / point, you basically cut every face so you dont have to worry about the seams anymore because the faces get copy pasted exactly the way they were.
Houdini Indie and Apprentice » Collapsing Flip Fluids
- vleermeneer
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When you import Alembic files you will have nested geometry files usually, some of them are actually geometry nodes (at /obj/ level).
So when you import .abc files you get one alembic node with many nodes inside that one.
What I would do is create a new Geometry node, inside that one place down an “object merge” node, and fetch the Alembic geometry (see screenshot).
The “transform object” part specifies which node it should use for transformations. Here you can fetch the nested abc node with some sort of animations..
So when you import .abc files you get one alembic node with many nodes inside that one.
What I would do is create a new Geometry node, inside that one place down an “object merge” node, and fetch the Alembic geometry (see screenshot).
The “transform object” part specifies which node it should use for transformations. Here you can fetch the nested abc node with some sort of animations..
Houdini Indie and Apprentice » Collapsing Flip Fluids
- vleermeneer
- 245 posts
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I've changed a few things in your scene (see screenshots for more information).
First I've disabled the xform node, and instead I've transformed the geometry at /obj/ level, so altering the SOP node instead.
Then you can go to autodop and disable “deforming geometry” because its not actually deforming, its transforming. When you enable “deforming geometry”, your object will actually be recalculated every frame which can cause slowdown. Next you need to change the OBJ path or in the static object node or else it wont take in account the transformations.
First I've disabled the xform node, and instead I've transformed the geometry at /obj/ level, so altering the SOP node instead.
Then you can go to autodop and disable “deforming geometry” because its not actually deforming, its transforming. When you enable “deforming geometry”, your object will actually be recalculated every frame which can cause slowdown. Next you need to change the OBJ path or in the static object node or else it wont take in account the transformations.
SI Users » The Houdini Modo combo
- vleermeneer
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Hi there,
This all sounds pretty familiar, and as a big Modo and Houdini fan I, tought I might as well share my experience as a Maya, Modo and Houdini user from the past year.
I have been keeping my eye on Modo for a few years and decided to try it out when version 701 got released. And I absolutely loved it! But when I started working a bit longer with Modo I eventually also found out the weaker parts of it.
My main focus was looking for alternative software to replace certain areas that I would not like to use in Houdini which are: modeling, uv's and texturing, fur and rendering (mantra is nice but Arnold is better), rigging and animations (houdini's rigging and animation tools are not too bad could be alot better, I still use houdini for some rigs and animation types)
First I used Maya <-> Houdini and then I dropped Maya and tought I might give Modo a shot, after six months I actually decided to put my Modo journey on a pause because it still lacks many many features and switched back to Maya for now.
Modeling:
Modo has GREAT modeling tools (the best one in my opinion) Maya is a close second in my opinion, well designed hot box tools really speed up the modeling process, but in my opinion Modo's viewport controls + modeling is still hands down the best on the market. Modo and Mari are the only two packages that dont feel awkward navigating on a laptop by the way, I absolutely love the controls.
UV's and Texturing:
Modo actually has some really good UV and texture painting tools, however I decided not to use Modo for these areas. I already use Unfold3d + Mari for this, they are highly specialized in these areas and Modo just happens to be able to do both of them quite ok. If you are looking for a all in one program for modeling, uv's and texture painting I can recommend you to stick with Modo because it can do this very well.
Rigging and animation:
Modo's rigging and animation tools are also pretty neat. I've create three identical rigs in Modo, Houdini and Maya and I the only thing I found out missing were the muscle systems. Maya and Houdini muscles are really nice, but Modo did not have any which was a big bummer. I was working on a python script for importing Modo riggs in Houdini and calculate muscle sim after animating in Modo but the modo FBX exporter and alembic exporter are also missing some key features. I still use Maya as my main rigging / animation software because of the deep integration with Pyhton and rigs with many control objects feel much faster when moving around.
Fur and rendering:
Maya + Arnold is kinda unbeatable when it comes down to fur and rendering but again I have to say that I really like Modo's fur tools and the renderer is also kinda nice they feel intuitive and I can get nice results really fast, the fur styling tools sometimes feel kinda odd. The downside really was the amount of controls over the animation of the fur for example when I created some grass it was kinda hard to create some good looking wind result without spending to much time. Rendering fur also feels quite fast, I think its faster than Houdini but to create very sharp noise free renders you add alot to the render time. The renderer overall is really nice, I also love the preset library that comes with Modo. But again I have to say its not the best one out there, Maya in combbination with Shave and Haircut and Arnold Renderer is just unbeatable.
My conclusion:
Modo is very capable of doing modeling, uv's, texturing, fur, rendering, rigging, and animation but for me it didnt feel complete, I wanted to have a little more in each of these areas and Modo just couldnt offer me this. I think Modo has some great potential, I still keep track on the development and I think somewhere this month Modo will release some news about version 801. Really looking forward to that.
To be clear I'm not saying Modo is bad, like I said before I'm actually a big fan.
Modo is great for some small stuff if you want to stay inside one program.
If you have some questions about Maya <-> Modo <-> Houdini please dont hesitate to ask, I kinda have been button bashing these three and know my way around them.
I hope I did not offend anyone with this in any way, I just wanted to share my experience..
This all sounds pretty familiar, and as a big Modo and Houdini fan I, tought I might as well share my experience as a Maya, Modo and Houdini user from the past year.
I have been keeping my eye on Modo for a few years and decided to try it out when version 701 got released. And I absolutely loved it! But when I started working a bit longer with Modo I eventually also found out the weaker parts of it.
My main focus was looking for alternative software to replace certain areas that I would not like to use in Houdini which are: modeling, uv's and texturing, fur and rendering (mantra is nice but Arnold is better), rigging and animations (houdini's rigging and animation tools are not too bad could be alot better, I still use houdini for some rigs and animation types)
First I used Maya <-> Houdini and then I dropped Maya and tought I might give Modo a shot, after six months I actually decided to put my Modo journey on a pause because it still lacks many many features and switched back to Maya for now.
Modeling:
Modo has GREAT modeling tools (the best one in my opinion) Maya is a close second in my opinion, well designed hot box tools really speed up the modeling process, but in my opinion Modo's viewport controls + modeling is still hands down the best on the market. Modo and Mari are the only two packages that dont feel awkward navigating on a laptop by the way, I absolutely love the controls.
UV's and Texturing:
Modo actually has some really good UV and texture painting tools, however I decided not to use Modo for these areas. I already use Unfold3d + Mari for this, they are highly specialized in these areas and Modo just happens to be able to do both of them quite ok. If you are looking for a all in one program for modeling, uv's and texture painting I can recommend you to stick with Modo because it can do this very well.
Rigging and animation:
Modo's rigging and animation tools are also pretty neat. I've create three identical rigs in Modo, Houdini and Maya and I the only thing I found out missing were the muscle systems. Maya and Houdini muscles are really nice, but Modo did not have any which was a big bummer. I was working on a python script for importing Modo riggs in Houdini and calculate muscle sim after animating in Modo but the modo FBX exporter and alembic exporter are also missing some key features. I still use Maya as my main rigging / animation software because of the deep integration with Pyhton and rigs with many control objects feel much faster when moving around.
Fur and rendering:
Maya + Arnold is kinda unbeatable when it comes down to fur and rendering but again I have to say that I really like Modo's fur tools and the renderer is also kinda nice they feel intuitive and I can get nice results really fast, the fur styling tools sometimes feel kinda odd. The downside really was the amount of controls over the animation of the fur for example when I created some grass it was kinda hard to create some good looking wind result without spending to much time. Rendering fur also feels quite fast, I think its faster than Houdini but to create very sharp noise free renders you add alot to the render time. The renderer overall is really nice, I also love the preset library that comes with Modo. But again I have to say its not the best one out there, Maya in combbination with Shave and Haircut and Arnold Renderer is just unbeatable.
My conclusion:
Modo is very capable of doing modeling, uv's, texturing, fur, rendering, rigging, and animation but for me it didnt feel complete, I wanted to have a little more in each of these areas and Modo just couldnt offer me this. I think Modo has some great potential, I still keep track on the development and I think somewhere this month Modo will release some news about version 801. Really looking forward to that.
To be clear I'm not saying Modo is bad, like I said before I'm actually a big fan.
Modo is great for some small stuff if you want to stay inside one program.
If you have some questions about Maya <-> Modo <-> Houdini please dont hesitate to ask, I kinda have been button bashing these three and know my way around them.
I hope I did not offend anyone with this in any way, I just wanted to share my experience..
Houdini Learning Materials » Procedural Cracking Tool Tutorial
- vleermeneer
- 245 posts
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Houdini Indie and Apprentice » Renaming OTL's
- vleermeneer
- 245 posts
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