Hi all,
thanks for the previous answer, $OS/$OS.$F4.exr worked a charm.
In regards to changing several mantra nodes render settings at the same time, is this posible. I have 18 mantra nodes and would like to quyickly change values across board, (change frame ranges, render settings etc.)
How do you guys do this?
Found 66 posts.
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SI Users » Rendering with Houdini (workflows)
- cgcris
- 67 posts
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SI Users » Rendering with Houdini (workflows)
- cgcris
- 67 posts
- Offline
SI Users » Rendering with Houdini (workflows)
- cgcris
- 67 posts
- Offline
Starting to actually render something, ann wondering a few things.
1) How does one replicate the typical (and very useful) workflow of calling the final frame /. Essentially if my mantra node is called “water”, I would like it to create the following structure: water/water.$F.exr
Thanks in advance!
1) How does one replicate the typical (and very useful) workflow of calling the final frame /. Essentially if my mantra node is called “water”, I would like it to create the following structure: water/water.$F.exr
Thanks in advance!
SI Users » undisplaying particles in viewport?
- cgcris
- 67 posts
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Hi,
Is there an easy/quick way of turning off particles on the display window?
I can see a way of changing the display but not of turning it off.
Thanks,
Cris
Is there an easy/quick way of turning off particles on the display window?
I can see a way of changing the display but not of turning it off.
Thanks,
Cris
SI Users » extrude edges?
- cgcris
- 67 posts
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Now I have to join in too. I feel the same way.
Thanks!
This means I am not going crazy, even though talking to myself is not a good sign!
If only houdini had an easier modeling kit! Ahh but let's no go there
SI Users » extrude edges?
- cgcris
- 67 posts
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Now when I go back to softimage I miss some of the procedural modeling tools from Houdini!!
SI Users » extrude edges?
- cgcris
- 67 posts
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SI Users » extrude edges?
- cgcris
- 67 posts
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Hi guys,
How does one go about extruding an edge of a grid for example? The extrud node seems to only look at polygons?
Also such a shame the polygons don't remember selections like in soft!
How does one go about extruding an edge of a grid for example? The extrud node seems to only look at polygons?
Also such a shame the polygons don't remember selections like in soft!
Houdini Indie and Apprentice » Barn doors on Spotlights?
- cgcris
- 67 posts
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what about using a light IES profile? Jordi shows how to use them on the Softimage > Houdini guides lightining chapter.
Houdini Learning Materials » Post-Render Script - Delay a few minutes
- cgcris
- 67 posts
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Hi Guys,
I currently have flip fluid sim which is caching at about 5 minutes a frame.
I would like to leave another pc doing the whitewater sim overnight, but unless I put some sort of delay on the cache node it will
catch up with it.
What would be a Post-Render script so that in every frame the sim delays for a bit?
Or is there a better way of doing this?
Thanks,
Cris
I currently have flip fluid sim which is caching at about 5 minutes a frame.
I would like to leave another pc doing the whitewater sim overnight, but unless I put some sort of delay on the cache node it will
catch up with it.
What would be a Post-Render script so that in every frame the sim delays for a bit?
Or is there a better way of doing this?
Thanks,
Cris
Houdini Learning Materials » Beach Tank floating objects issue
- cgcris
- 67 posts
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Hi Guys,
I am trying to setup a beach tank with floating objects in it.
Essentially the problem happens when I add rocks to the beach, and make a table cloth mesh with everything to collide with the particles. At this point the floating objects start misbehaving by not colliding properly with the particles. If I go back to a flat beach mesh, then everything works as expected.
Find attached a the hip file, with a switch inside the beach node to see the beahviour.
Any help would be appreciated!
Best,
Cris
I am trying to setup a beach tank with floating objects in it.
Essentially the problem happens when I add rocks to the beach, and make a table cloth mesh with everything to collide with the particles. At this point the floating objects start misbehaving by not colliding properly with the particles. If I go back to a flat beach mesh, then everything works as expected.
Find attached a the hip file, with a switch inside the beach node to see the beahviour.
Any help would be appreciated!
Best,
Cris
SI Users » Data and attributes - Show them in the viewport?
- cgcris
- 67 posts
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SI Users » Data and attributes - Show them in the viewport?
- cgcris
- 67 posts
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Hi Sam,
You can use an “export bind” from within a vopsop and then display it via the display Options (“D”). It's a bit more fiddly than with xsi but does the same thing..
You can use an “export bind” from within a vopsop and then display it via the display Options (“D”). It's a bit more fiddly than with xsi but does the same thing..
Houdini Learning Materials » Flip Fluids Limits (Particle separation, Particle count)
- cgcris
- 67 posts
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Hi guys,
I am currently doing some beach tank and I am wondering how to optimize and achieve realistic looking water.
So far I have manage to push the particle separation to 0.08 emitting 13million particles. This would a fairly decent xeon pc with 32gb of Ram.
I am wondering what the limits are (if any), and if they are mainly hardware related?
Also is it posbile to use several machines towards one sim?
Thanks in advance!
Cristobal
I am currently doing some beach tank and I am wondering how to optimize and achieve realistic looking water.
So far I have manage to push the particle separation to 0.08 emitting 13million particles. This would a fairly decent xeon pc with 32gb of Ram.
I am wondering what the limits are (if any), and if they are mainly hardware related?
Also is it posbile to use several machines towards one sim?
Thanks in advance!
Cristobal
SI Users » Rendering with Houdini (workflows)
- cgcris
- 67 posts
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Here is a good explanation of how to use bundles if anyone is interested
https://www.youtube.com/watch?v=e2eRTGhO9oE [youtube.com]
https://www.youtube.com/watch?v=e2eRTGhO9oE [youtube.com]
SI Users » Rendering with Houdini (workflows)
- cgcris
- 67 posts
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but we are rendering with arnold
what exactly would be the difference? it would be interesting to know…
when rendering in softimage it doesn't really matter what renderer you use, the workflow is pretty much the same.. (with different shaders and lights of course.)
SI Users » Rendering with Houdini (workflows)
- cgcris
- 67 posts
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I'm curious, how would one apply a shader to a bundle akin to assigning a shader to a partition in Softimage? Or does that workflow not apply?
exactly my next question, and do you use bundles in conjunction with takes?
SI Users » Rendering with Houdini (workflows)
- cgcris
- 67 posts
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I know the answer will be: there a few way you can go do this!.
I would just like to hear what the main workflows are. It seems that “Takes” would be the equivalent to passes, but then I hear some people are not so fond of this method for rendering.
In softimage we can just add objects into parititions (buckets) that we can then apply shaders to. How do put objects into buckets with houdini? Do you just make groups and use them in the mantra nodes?
Thanks!
I would just like to hear what the main workflows are. It seems that “Takes” would be the equivalent to passes, but then I hear some people are not so fond of this method for rendering.
In softimage we can just add objects into parititions (buckets) that we can then apply shaders to. How do put objects into buckets with houdini? Do you just make groups and use them in the mantra nodes?
Thanks!
Houdini Indie and Apprentice » quick question about floating objects on fluids
- cgcris
- 67 posts
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Ok, I got this thanks!
What is the easiest or more efficient way of getting to that initial state?
If I have big amount of particle I assume it could take a long time to get to a certain frame. Is it an option to animate the particle separation in order to cheat it? Maybe upping the res a few frames before arriving to the initial state..
What is the easiest or more efficient way of getting to that initial state?
If I have big amount of particle I assume it could take a long time to get to a certain frame. Is it an option to animate the particle separation in order to cheat it? Maybe upping the res a few frames before arriving to the initial state..
SI Users » just saying hello
- cgcris
- 67 posts
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