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Technical Discussion » Vellum Solver wont work in H17.5 or H18?
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Hi, I am trying to setup a vellum grind sim and i have been having this issue with ayer config i make. Now i have used vellum a lot in the past so i know i am doing it right just something is messed up with it. All it spits out is a list of the same error (image below). Any ideas? Thanks.
Technical Discussion » "Rest" Node in 17.5?
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Technical Discussion » "Rest" Node in 17.5?
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Ok, the issue is fixed now! 
I ended up using the static-geo-uv-transfer method, and that worked out fine.
Thanks so much for the help, I will be sharing the final shot within the next 2 weeks on my website and LinkedIn , hope you get to see it.

I ended up using the static-geo-uv-transfer method, and that worked out fine.
Thanks so much for the help, I will be sharing the final shot within the next 2 weeks on my website and LinkedIn , hope you get to see it.
Technical Discussion » "Rest" Node in 17.5?
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@toadstorm,
I am trying drive the Base Texture UV property.
I looked for an “baseN” but I didn't see any on my material.
Here a simple file with just the material I am using so you can check sit the nodes im using. Let me know what I am missing.
Thanks.
I am trying drive the Base Texture UV property.
I looked for an “baseN” but I didn't see any on my material.
Here a simple file with just the material I am using so you can check sit the nodes im using. Let me know what I am missing.
Thanks.
Technical Discussion » "Rest" Node in 17.5?
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Thanks @toadstorm,
I'm not quite sure what you mean by the “lookup position”, in my first image example, where would I plug it in? I have the rest binded already in the image below.
I'm not quite sure what you mean by the “lookup position”, in my first image example, where would I plug it in? I have the rest binded already in the image below.
Technical Discussion » "Rest" Node in 17.5?
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HI there, I'm working on a shot where a chunk of geometry is UV unwrapped based on the camera perspective. The texture works fine until the geometry moves and then it swims because it is aligned with the camera view.
Now I have used the rest node some in the past and it worse fines to hold the texture on a frame but I have only been able to use with the UV Cords node. I am using a custom material with a bind for an AOV and I need to use the rest, is that possible? I haven't been able to find any tutorials or help docs explaining how to make this work, o I thought I would turn to you guys for expert help.
The screenshots below have the examples of what my setups are using.
I really appreciate all ideas and help you can give!
Now I have used the rest node some in the past and it worse fines to hold the texture on a frame but I have only been able to use with the UV Cords node. I am using a custom material with a bind for an AOV and I need to use the rest, is that possible? I haven't been able to find any tutorials or help docs explaining how to make this work, o I thought I would turn to you guys for expert help.
The screenshots below have the examples of what my setups are using.
I really appreciate all ideas and help you can give!

Technical Discussion » Mantra Shadow Pass in Houdini 17.5?
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Right. I was trying that one out next. The shadow matte is an Arnold shader, right? I need to render the scene in Mantra.
Edited by Hacker_Link - 2019年9月19日 07:35:24
Technical Discussion » Mantra Shadow Pass in Houdini 17.5?
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I still haven't been able to get it working. Here is my updated HIP file, please take look at it when you get a second. 
Thanks.

Thanks.
Edited by Hacker_Link - 2019年9月18日 08:01:33
Technical Discussion » Mantra Shadow Pass in Houdini 17.5?
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I'm trying out the file but still can't find any way to utilize the data.
The very best that I can get from it is the result shown.
That is by adding the sphere (and rubber toy for visualization) as forced phantoms and the grid as a forced object.
What am I missing here?
The very best that I can get from it is the result shown.
That is by adding the sphere (and rubber toy for visualization) as forced phantoms and the grid as a forced object.
What am I missing here?
Technical Discussion » Mantra Shadow Pass in Houdini 17.5?
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I have been trying both the shadow matte Mantra shaders (“shading” and “shading utilities”), but I don't know how to output the shadow pass from it.
I have a basic scene setup to show my workflow, please let me know what I am missing in the process. The sphere is going to cast the shadow on the grid.
I applied a standard shader to the sphere, and the shadow matte to the grid.
I have a basic scene setup to show my workflow, please let me know what I am missing in the process. The sphere is going to cast the shadow on the grid.
I applied a standard shader to the sphere, and the shadow matte to the grid.
Edited by Hacker_Link - 2019年9月16日 12:57:47
Technical Discussion » Mantra Shadow Pass in Houdini 17.5?
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Hi there, I need to create a shadow pass in Houdini 17.5 and I'm pretty new to the shadow extracting process. After a bunch of trail and error and not being able to locate a good tutorial on the topic, I thought I would ask for help here.
What I am looking for is basically a Mantra version of Arnold's Shadow Matte node. It sounds like the process to get a shadow layer out of Mantra is quite tedious, but I just haven't been able to locate anywhere where it is explained, or at least laid out, how to make one.
I really appreciate all the help you have; I'm counting on you guys!
Thanks.
What I am looking for is basically a Mantra version of Arnold's Shadow Matte node. It sounds like the process to get a shadow layer out of Mantra is quite tedious, but I just haven't been able to locate anywhere where it is explained, or at least laid out, how to make one.
I really appreciate all the help you have; I'm counting on you guys!

Thanks.
Technical Discussion » How can I batch caches to go one after another
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Technical Discussion » How can I batch caches to go one after another
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Hi, I am sure this is is an easy answer to answer, but I can't seem to find how to batch file caches together so they cache one after another.
Basically, so that when I let stuff cache overnight that it goes in sort of a chain-like method, if that makes sense.
I know you can batch render ROPs together, and so I want to do that exact same idea but with caches.
All ideas are greatly appreciated!
Thanks!
Basically, so that when I let stuff cache overnight that it goes in sort of a chain-like method, if that makes sense.
I know you can batch render ROPs together, and so I want to do that exact same idea but with caches.
All ideas are greatly appreciated!
Thanks!
Technical Discussion » How to visualize the DOP Windforce node.
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Thanks guys that definitely helps! I got it to work out now.
Edited by Hacker_Link - 2019年6月18日 10:28:03
Technical Discussion » How to visualize the DOP Windforce node.
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Hi need to apply a noisy wind force to an RBD sim and I know that the forces are very limited (correct me if im wrong) so I pretty much have to use the windforce node. The problem with that is the fact that you can't see what it is doing like the POP forces.
Is there some kind of workaround?
Thanks!
Is there some kind of workaround?
Thanks!
Technical Discussion » Character animation and voronoifracture issue
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Thanks guys. I have revised the solution even more, but the problem of the fractured character not moving in the sim right remains.
Heres a link to the file and the character assets im using: .
Let me know what I'm missing!
Thanks!
Heres a link to the file and the character assets im using: .
Let me know what I'm missing!
Thanks!
Technical Discussion » Character animation and voronoifracture issue
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Hi, I have a character fbx and it works good and such, but the problem is that I need to have him fractured but keep moving. The fracturing works fine, but I only want it to fracture once since it is a heavy mesh, but to do that I can only make it work if I freeze-frame the animation and then fracture it. To make it keep moving, the fracture tries to happen every frame, which won't work.
I have been searching around for a while now and testing different setups, but I haven't come up with anything substantial, so I thought I would ask the pros! I know there are different nodes that do things like that (like point deform vop), but I can't seem to get a result. Any ideas are appreciated!
Thanks!
I have been searching around for a while now and testing different setups, but I haven't come up with anything substantial, so I thought I would ask the pros! I know there are different nodes that do things like that (like point deform vop), but I can't seem to get a result. Any ideas are appreciated!
Thanks!
Houdini Lounge » A little off topic here...
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I want to buy a camera for shooting live action footage, but I am no camera expert. That being said, I am looking at getting this one here: [Your text to link here… [www.bestbuy.com], but I just wanted to get input on if there is a better kind to get or if this one is as good as it seems. I appreciate all feedback!
Technical Discussion » How do I add extra points in a particle trail?
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Technical Discussion » How do I add extra points in a particle trail?
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Im kind of confused; this looks just like what I had. Wont it still step in the pyro sim?
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