Hi rolfcoppter,
it's kind of difficult as the file just have a geometry that read a bgeo witch we doesn't have. Should be better if you put the original dop network or at least the cache of the frame you rendered (if isn't too big)
Maybe it's some setting in the mantra out, that actually it's on his defaults values, but right now it's impossible to see what happens.
Cheers.
Marco
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Houdini Indie and Apprentice » Smoke rendering as dots/particles??
- merlino3d
- 65 posts
- Online
Houdini Lounge » noise to stick to a volume??
- merlino3d
- 65 posts
- Online
It really help to understand! Wonderful!
And also it says to me that I HAVE to start a good course in linear algebra!
Many thanks Jeff!
And also it says to me that I HAVE to start a good course in linear algebra!
Many thanks Jeff!
Houdini Lounge » noise to stick to a volume??
- merlino3d
- 65 posts
- Online
Hi Jeff, that's awesome! It's exactly what I was searching for and even more!
Many thanks!!!
Now, what part of maths I have to learn well to understand exaclty what happens in the vopsop? I would love to understand it and use for other needs.
Marco
Many thanks!!!
Now, what part of maths I have to learn well to understand exaclty what happens in the vopsop? I would love to understand it and use for other needs.
Marco
Houdini Lounge » noise to stick to a volume??
- merlino3d
- 65 posts
- Online
wow, that's really good!
It's there a way to make the noise stick to a deforming geometry? like a character? I've tried using the same technique with the toon character in a great animation (the torso RZ 20° in 10 frames) with no result.
Thanks in advance!
The only way I can think is to subdivide the geometry, create an attribute and add a noise to that attribute in vopsop, but you loose all the detail I suppose. Or maybe metaballs could be the answer? Create metaballs on every point, make a rest, as you've done for one geo, to each one and maybe it works … I have to try it …
So the metaball strategy in the practice doesn't have any sense … eventually I'll have the same problem. So the investigation continues …
It's there a way to make the noise stick to a deforming geometry? like a character? I've tried using the same technique with the toon character in a great animation (the torso RZ 20° in 10 frames) with no result.
Thanks in advance!
The only way I can think is to subdivide the geometry, create an attribute and add a noise to that attribute in vopsop, but you loose all the detail I suppose. Or maybe metaballs could be the answer? Create metaballs on every point, make a rest, as you've done for one geo, to each one and maybe it works … I have to try it …
So the metaball strategy in the practice doesn't have any sense … eventually I'll have the same problem. So the investigation continues …
Houdini Lounge » HQueue on Windows, network permission errors
- merlino3d
- 65 posts
- Online
lor
All your machines need installation in exactly the same location. The target HFS can be the path to the install, for example:
C:\Program Files\Side Effects Software\Houdini 12.5.316.22\
So this option is better than targeting a distro in the server machine? I suppose because it doesn't have to access to the network. Is it right?
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