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Technical Discussion » object merge using the output of another node
- pelos
- 621 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
- 621 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
- 621 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
- 621 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
Technical Discussion » how to promote parms from materialsX
- pelos
- 621 posts
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i found out if i go to edit parameter interface,
i can look by node, expand and get the parameter i need not the best way but is something
i can look by node, expand and get the parameter i need not the best way but is something
Technical Discussion » how to promote parms from materialsX
- pelos
- 621 posts
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super thanks, i was manually going one level up, click the gear > edit parameter interface, add a string channel save it
now "copy channel", and "paste as relative channel" but that to much work have so many channels that i need to promote, is a reason why materialX doesnt have those knobs or right click promote channels?
now "copy channel", and "paste as relative channel" but that to much work have so many channels that i need to promote, is a reason why materialX doesnt have those knobs or right click promote channels?
Technical Discussion » how to promote parms from materialsX
- pelos
- 621 posts
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i am starting to work in a materialX so can be use in the GPU but the materialsX node are well completely different,
how can i promote a channel? usually, you have the little know on the left side, you can right click it,
or you can make a parameter node and connect that one, and magically that Parmeter will be created in the top level under te UI of that node.
i am missing something.
how can i promote a channel? usually, you have the little know on the left side, you can right click it,
or you can make a parameter node and connect that one, and magically that Parmeter will be created in the top level under te UI of that node.
i am missing something.
Technical Discussion » Glue vellum hair
- pelos
- 621 posts
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Technical Discussion » Parting lines for hair
- pelos
- 621 posts
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try using fabio, great tools for working the hair, most of the current tools comes form that tool set.
Technical Discussion » how to add karma properties to an object?
- pelos
- 621 posts
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i keep thinking that LOP is a completely different software. like having to prepare an object in maya, export and read it somewhere else.
i have to do my scene in Houdini, and then recreate everything in LOPs. would be great if we can prepare the scene in houdini so in lops context will grab all the stuff we need.
thanks.
i have to do my scene in Houdini, and then recreate everything in LOPs. would be great if we can prepare the scene in houdini so in lops context will grab all the stuff we need.
thanks.
Technical Discussion » how to add karma properties to an object?
- pelos
- 621 posts
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i want to be able to add karma properties to a geometry node, before you could go to the spare parms, and from the render tab will be there, but i dont see Karma properties. is there a magic way to add the properties?
https://www.sidefx.com/docs/houdini/props/karma.html [www.sidefx.com]
i want to add
"
Render Curves As:
Houdini render property karma:object:curve_style
"
to just one object
(is there a way to do this with python?)
thanks guys, have a great day.
https://www.sidefx.com/docs/houdini/props/karma.html [www.sidefx.com]
i want to add
"
Render Curves As:
Houdini render property karma:object:curve_style
"
to just one object
(is there a way to do this with python?)
thanks guys, have a great day.
Technical Discussion » Is there any difference mat context or shops?
- pelos
- 621 posts
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I haf some materials done in shops but when I use Solaris looks like doesn't like shops. But it shows all the ones from mat context. Is there any difference between the contexts?
Should I use one or the other?
Should I use one or the other?
Technical Discussion » where should i put the karma_hair node?
- pelos
- 621 posts
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So i can start connecting other nodes like gradients and so on, right now i can click on the node, the param and click promote, but doesn't go anywhere...
should it be inside a material type node?
should it be inside a material type node?
Technical Discussion » Possible to create Karma materials under shops?
- pelos
- 621 posts
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it seems you need to import the material from the "mat" context to solaris with the import material and then toggle
the bring attributes
the bring attributes
Technical Discussion » Possible to create Karma materials under shops?
- pelos
- 621 posts
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i am trying to create a new Karma hair under normal shop, under a "material shader builder" should i connect that "karma hair" to an "output collect"?
i did that and now under solaris context(stage) i try to inport that material but i do get warning
"Import of SHOP materials is not supported. Ignored material"
does solaris doesnt like SHOPs?
if i create a materiallibrary and drop a karma_hair and assign it to my geometry now works.
i am missing something and i should think Solaris not integrated with the rest of Houdini?
i did that and now under solaris context(stage) i try to inport that material but i do get warning
"Import of SHOP materials is not supported. Ignored material"
does solaris doesnt like SHOPs?
if i create a materiallibrary and drop a karma_hair and assign it to my geometry now works.
i am missing something and i should think Solaris not integrated with the rest of Houdini?
Technical Discussion » Vellum Hair-Collision Issue
- pelos
- 621 posts
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will be easier to diagnose if you post a hip file. you might need subsamples in the solver, fix the collision geometry, etc...
Technical Discussion » Fabio Hair System
- pelos
- 621 posts
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since this is a procedural creation for mantra not sure will work with redshit. at least the procedural and the shader, but all the tool for creation styling animation dynamics should work fine, and then you can just merge the skin and the curves into other objects and use those to render with Redshift, (sorry i dont have that render)
Technical Discussion » Fabio Hair System
- pelos
- 621 posts
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hey, just uploaded the new version, fixed some of the params that are new in the 18.5 https://polybevel.wixsite.com/fabio-hair-system/download [polybevel.wixsite.com]
with some additional features, hairs as volume, now includes DOPS with vellum, and FEM
i attach and example on how to use FEM, on the hair, just to keep certain hairs in shape instead sim each curve.
with some additional features, hairs as volume, now includes DOPS with vellum, and FEM
i attach and example on how to use FEM, on the hair, just to keep certain hairs in shape instead sim each curve.
Technical Discussion » Fabio Hair System
- pelos
- 621 posts
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hi, haven't play with redshift, don't forget that is a complete different render, not sure if can convert mantra shaders on the fly. or if the procedural hair that is generated by mantra as well.
Edited by pelos - Dec. 22, 2020 11:42:56
Technical Discussion » Vellum Multi-THreading
- pelos
- 621 posts
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more important than the percentage, is how many core are you really using
the sim you have might not be hard enough for the power of the cpu.
can also mean the distribution of points to solve is not needing additional compute power, example
if you have 32 core, and you only have 10 points, maybe those 10 points can be solve with just one cpu.
the sim you have might not be hard enough for the power of the cpu.
can also mean the distribution of points to solve is not needing additional compute power, example
if you have 32 core, and you only have 10 points, maybe those 10 points can be solve with just one cpu.
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