set the point @pscale attribute to something like 0.1 and add an "arnold material builder" shader to it. connect a "standard surface" to "output" inside the material builder.
Assign this Arnold material on the obj level and dont forget to add a light + a camera and point it to the particles.
Choose the camera, add an Arnold ROP node and press "Render"
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3rd Party » how to render partcles wiht Arnold
- AhmedHindy
- 129 posts
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3rd Party » MegaScans Setup Issue - No Module Named "OptionsUI"
- AhmedHindy
- 129 posts
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they just updated it to H18.5 but not the py3 version, you will have to use regular version for import.
3rd Party » Houdini 18.5 Python 3 Megascan Bridge LiveLink
- AhmedHindy
- 129 posts
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We've released Megascans Plugin for SideFX Houdini v4.5 that supports Houdini 18.5: https://help.quixel.com/hc/en-us/community/posts/4404012725905-Megascans-Plugin-for-SideFX-Houdini-v4-5-What-s-new. [help.quixel.com]
Please download/install the latest version and let us know if the issue persists.
they finally did it 6 days ago, now we have to wait another year for py3 support.
Solaris and Karma » How to render Pyro in Solaris with Arnold?
- AhmedHindy
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NFXHey, its me, the same guy who answered the question on Arnold forums which you linked here.
That was the trick. Thanks! To bad that the SOP Import and SOP Create lops don't work for this.
SOP Create and SOP Import dont work with volumes,load the whole sequence with "file" LOP node instead.
Solaris and Karma » Blender cycles in solaris
- AhmedHindy
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Technical Discussion » weird OpenCl error in vellum
- AhmedHindy
- 129 posts
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I have a recent version of nvidia driver with OpenCl 3.0,I can confirm that the same error/ bug with vellum balloon has been resolved with 18.5.596
Technical Discussion » Export instanced geometry with FBX
- AhmedHindy
- 129 posts
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found any solution yet? I want to export Animated AND Instanced glass shards from an RBD sim to blender. managed to solve the animations part but I fail on instancing
PDG/TOPs » TOPS localscheduler errors with Arnold shaders
- AhmedHindy
- 129 posts
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Houdini Indie and Apprentice » Normalized Time
- AhmedHindy
- 129 posts
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BabaJ
I don't think Vex has direct access to the Frame Range values.
The only way I can think of is to create a parameter and use Python to 'grab' your current hip files Frame Range to put it there:hou.playbar.playbackRange()[1]
playbackRange returns two values, first for the beginning frame range and the second the end, hence the one in square brackets.
Then in vex you could use a channel reference to get that parameter.
Now your saying your building a 'snippet' so I assume your inside a vop node, so I don't know if this will work there but it will for a wrangle node at the sop level.
You could use an Hscript reference with backticks.float End_Frame = `$FEND`;
Edit: on an unrelated sidenote. I was just trying to figure out how to parse the lines of code in a wrangle with python. Looked at the parameter that holds the text, and it too is referred as a snippet.
suprisingly didnt know ou can use python expressions in VEX, I tried this method in a SOP wrangler and it worked, thanks.
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