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Technical Discussion » Question: Mplay Re-sizing
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- jacob clark
- 665 posts
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Technical Discussion » Question: Mplay Re-sizing
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- jacob clark
- 665 posts
- Offline
Hi Guys,
At the moment, I am running some 2k renders. But really only focusing on a small section of the image.
Unfortunately, atm, Mplay likes to JUMP to 2k/full screen with every click of the render button.
Is there any way to get mplay to stay at the same size as I set it between renders?
thanks!
-j
At the moment, I am running some 2k renders. But really only focusing on a small section of the image.
Unfortunately, atm, Mplay likes to JUMP to 2k/full screen with every click of the render button.
Is there any way to get mplay to stay at the same size as I set it between renders?
thanks!
-j
Technical Discussion » Using python for OTL parameter control
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- jacob clark
- 665 posts
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Hi Ratmann,
Often times I will use a Switch SOP to control the display of OTLs.
The Switch SOP is actually pretty cool. It's aware of what it's inputs are, and will only cook the displayed chain.
cheers,
-j
Often times I will use a Switch SOP to control the display of OTLs.
The Switch SOP is actually pretty cool. It's aware of what it's inputs are, and will only cook the displayed chain.
cheers,
-j
Technical Discussion » Force number of points on curve
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- jacob clark
- 665 posts
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Technical Discussion » More questions on UVing
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- jacob clark
- 665 posts
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Hi Jim,
I am curious, do you get the same distortion results if subdivide at render time?
It'd be interesting to have a peak at your workflow, maybe there are some clues in your file?
cheers,,
-j
I am curious, do you get the same distortion results if subdivide at render time?
It'd be interesting to have a peak at your workflow, maybe there are some clues in your file?
cheers,,
-j
Technical Discussion » Slow Motion DOP Animation
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- jacob clark
- 665 posts
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If you don't want to simulate all of the extra sub frames (10x)
You might have some luck with the Time Blend, and Time Shift SOP….
The Time Blend will give you subFrame Interpolation, and the Shift will allow you to slow down a Real Time animation by what ever amount you wish. Even non-linearly if you wish for a fast start, and a slow finish!
cheers,
-j
You might have some luck with the Time Blend, and Time Shift SOP….
The Time Blend will give you subFrame Interpolation, and the Shift will allow you to slow down a Real Time animation by what ever amount you wish. Even non-linearly if you wish for a fast start, and a slow finish!
cheers,
-j
Technical Discussion » kill particles
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- jacob clark
- 665 posts
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Hi Jonathon,
My first guess would be the ‘Enable’ Flag of the Group POP. This is turned off by fault.
Or you could simply say in your Kill POP. “$TY < -2” should work.
If you still can't get it. Maybe try posting a hip file showing your workflow?
cheers,
-j
ps.
Because it's POPs, it won't actually delete the points till AFTER they go below -2. So for one frame, they will exist below that level.
My first guess would be the ‘Enable’ Flag of the Group POP. This is turned off by fault.
Or you could simply say in your Kill POP. “$TY < -2” should work.
If you still can't get it. Maybe try posting a hip file showing your workflow?
cheers,
-j
ps.
Because it's POPs, it won't actually delete the points till AFTER they go below -2. So for one frame, they will exist below that level.
Technical Discussion » Where should SESI focus new rendering docs?
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- jacob clark
- 665 posts
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I am working with some heavy instancing at the moment, and it would be great if there was some more information out there about the best way to put this all together.
Especially with things like adding extra point Variable controls would be great!
cheers,
-j
Especially with things like adding extra point Variable controls would be great!
cheers,
-j
Technical Discussion » particle rendering
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- jacob clark
- 665 posts
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Am I crazy for thinking this should be done with two different Mantra ROPs?
After your simulation. Create 2 new Objects named :: 1) Falling 2) Hit
Then two corresponding Mantra ROPs. Merge the falling group to ‘Falling’ and the hit group to ‘Hit’.
Then in the visible objects for your ROPs, set one to Falling, and the other to Hit.
There are million ways to do this, and there's no right answer. Have fun!
cheers,
-j
After your simulation. Create 2 new Objects named :: 1) Falling 2) Hit
Then two corresponding Mantra ROPs. Merge the falling group to ‘Falling’ and the hit group to ‘Hit’.
Then in the visible objects for your ROPs, set one to Falling, and the other to Hit.
There are million ways to do this, and there's no right answer. Have fun!
cheers,
-j
Technical Discussion » Particle motion blur causes Mantra to freeze mid-frame
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- jacob clark
- 665 posts
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Hi Stevie,
It sounds like you may have a particle passing too close to camera?
What happens if you increase the value of your Near Clipping plane?
cheers,
-j
It sounds like you may have a particle passing too close to camera?
What happens if you increase the value of your Near Clipping plane?
cheers,
-j
Work in Progress » Creating a Simple Screw
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- jacob clark
- 665 posts
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Hi Guys,
Another great trick…
Try using the twist SOP on a highly subdivided box.
Maybe not the most elegant, but damn, if it doesn't look like a screw to me!
cheers,
-j
Another great trick…
Try using the twist SOP on a highly subdivided box.
Maybe not the most elegant, but damn, if it doesn't look like a screw to me!
cheers,
-j
Technical Discussion » Space Change VOP not available?
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- jacob clark
- 665 posts
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Hi Indy,
I am trying to think of occasions for a vector4.
The only thing I think of is a rotation quaternion, which I would hope you have already transformed into the appropriate space. Since quaternions rarely make it to your final output image, you probably rarely come across situations for this.
If so… You could convert your quaternion to a Matrix, and then transform that….
You're right! It is a bit unclear, but hopefully you're not in any sort of 4vector world!
cheers,
-j
I am trying to think of occasions for a vector4.
The only thing I think of is a rotation quaternion, which I would hope you have already transformed into the appropriate space. Since quaternions rarely make it to your final output image, you probably rarely come across situations for this.
If so… You could convert your quaternion to a Matrix, and then transform that….
You're right! It is a bit unclear, but hopefully you're not in any sort of 4vector world!
cheers,
-j
Technical Discussion » Space Change VOP not available?
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- jacob clark
- 665 posts
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Hi Indy,
You are correct, the space change VOP has been replaced with the Transform.
cheers,
-j
You are correct, the space change VOP has been replaced with the Transform.
cheers,
-j
Technical Discussion » easy way to animating many points positions?
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- jacob clark
- 665 posts
- Offline
Hi Mickey,
The meat of the work is done in the Grid Obj.
First the Grid is created, and then the RIG is merged in.
Inside of the rig, there is a sphere for everypoint. Most importantly, these Spheres have the same number as each point. Using the Point SOP, the expression ‘$TX2, $TY2, $TZ2’ means that the points will look to the postition from the 2nd input.
It's a bit different, but the point SOP allows each Point to see the Postition of the Spheres, and move to those positions. If you want to get CRAZY, try reordering the numbers of the Spheres, and see things jump around!
cheers,
-j
The meat of the work is done in the Grid Obj.
First the Grid is created, and then the RIG is merged in.
Inside of the rig, there is a sphere for everypoint. Most importantly, these Spheres have the same number as each point. Using the Point SOP, the expression ‘$TX2, $TY2, $TZ2’ means that the points will look to the postition from the 2nd input.
It's a bit different, but the point SOP allows each Point to see the Postition of the Spheres, and move to those positions. If you want to get CRAZY, try reordering the numbers of the Spheres, and see things jump around!
cheers,
-j
Technical Discussion » easy way to animating many points positions?
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- jacob clark
- 665 posts
- Offline
Hi Guys,
Here's another approach using an OBJ Rig.
It'd be great if this was something pre-scripted!
cheers,
-j
Here's another approach using an OBJ Rig.
It'd be great if this was something pre-scripted!
cheers,
-j
Technical Discussion » easy way to animating many points positions?
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- jacob clark
- 665 posts
- Offline
Hi Mickey,
This is something that can def be a bit of a hassle!
The chops way is pretty robust. I have also had a lot of luck doing my animations at the OBJ level. It's a bit of over head, as you need to make a bit of a rig for this. But once set up, is the most flexible method in Houdini.
Good luck!
cheers,
-j
This is something that can def be a bit of a hassle!
The chops way is pretty robust. I have also had a lot of luck doing my animations at the OBJ level. It's a bit of over head, as you need to make a bit of a rig for this. But once set up, is the most flexible method in Houdini.
Good luck!
cheers,
-j
Technical Discussion » Mantra Texture Lookup Very Slow
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- jacob clark
- 665 posts
- Offline
Hi alejandro,
What format is the texture saved as?
.rat files are the most effiencent for Houdini.
cheers,
-j
What format is the texture saved as?
.rat files are the most effiencent for Houdini.
cheers,
-j
Technical Discussion » Render View result differs from Render image
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- jacob clark
- 665 posts
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Technical Discussion » Rendering lots of polys problem
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- jacob clark
- 665 posts
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Maybe you could try rendering the ‘How long did this bucket take’ pass.
In the Mantra Node Arbs, you can add a ‘Diagnostic: Render Time’ layer.
It might provided some clues for you.
cheers,
-j
In the Mantra Node Arbs, you can add a ‘Diagnostic: Render Time’ layer.
It might provided some clues for you.
cheers,
-j
Work in Progress » Sword
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- jacob clark
- 665 posts
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