I have been playing with both with disturbance and turbulance, block size and Threshold Range and it is much better.
thank you very much for your help
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Technical Discussion » VOLUME RENDER ISSUE
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- kissreality
- 13 posts
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Technical Discussion » VOLUME RENDER ISSUE
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- kissreality
- 13 posts
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Hello, I'm going to try what you have told me, it is giving me a lot of headaches, I also see that when I increase the amount of density a lot, the defect is more visible.
Thank you very much, I will tell you
Thank you very much, I will tell you
Technical Discussion » VOLUME RENDER ISSUE
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- kissreality
- 13 posts
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Hi all ,
I have a problem when I render smoke volume, certain parts appear lines as if the voxel were visible.
The resolution is high, but it happens to me in some areas, it is rendered with Redshift, but the same thing happens with mantra.
Any idea why it happens?
Thanks a lot
I have a problem when I render smoke volume, certain parts appear lines as if the voxel were visible.
The resolution is high, but it happens to me in some areas, it is rendered with Redshift, but the same thing happens with mantra.
Any idea why it happens?
Thanks a lot
Houdini Indie and Apprentice » Texture sequence issue
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- kissreality
- 13 posts
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I did it , you only need compilate the shader and next promote the texture path , and ready.
Houdini Indie and Apprentice » Texture sequence issue
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- kissreality
- 13 posts
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Yes spagano, I´m using displacement.$F4.exr , so It´s no posible render the sequence by this way?
Thanks
Thanks
Houdini Indie and Apprentice » Texture sequence issue
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- kissreality
- 13 posts
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Someone knows why I put a sequence as a texture only renders the first frame, I have the sequence as external input.
Thanks a lot
Thanks a lot
Technical Discussion » Ocean Depth Shader
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- kissreality
- 13 posts
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Hi everyone , I want to replicate the same shader in Mantra surface, the image below was rendered with Arnold on a flat surfaces, I have tried to make it in a Mantra Shaders and only works when the mesh has a volumen , not on flat surfaces.
Does anyone know how to make it.
thanks in advance
Does anyone know how to make it.
thanks in advance
Technical Discussion » SopSolver with Attribute transfers
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- kissreality
- 13 posts
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Technical Discussion » SopSolver with Attribute transfers
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- kissreality
- 13 posts
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Hi every one , I´m new in Houdini .
I have a fracture controler by one sopsolver in dop, this sopsolver has a vop to control by Cd the active value, the problem is when the points are out from the area of Cd attribute , the active value change to 0 again.
Anyone knows how to change the active value to 1 forever .
Thank a lot
I have a fracture controler by one sopsolver in dop, this sopsolver has a vop to control by Cd the active value, the problem is when the points are out from the area of Cd attribute , the active value change to 0 again.
Anyone knows how to change the active value to 1 forever .
Thank a lot
Technical Discussion » Flip fluid with RBD
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- kissreality
- 13 posts
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Technical Discussion » New Particles when collision
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- kissreality
- 13 posts
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How can generate new particles when they collision,
For example a piece of stone when collision It will break in small
pieces.
Thanks a lot
It´s make it different way in Houdini 13 with the new POPS?
For example a piece of stone when collision It will break in small
pieces.
Thanks a lot
It´s make it different way in Houdini 13 with the new POPS?
Technical Discussion » Vexpressions problem in popforce
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- kissreality
- 13 posts
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Technical Discussion » Vexpressions problem in popforce
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- kissreality
- 13 posts
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I have a popforce , I want to use this VEXpression:
if (@nage > 0.1) {
amp = 10;
}
but It´s doesn´t work.
Does Anyone knows where the mistake is?
Thank you.
if (@nage > 0.1) {
amp = 10;
}
but It´s doesn´t work.
Does Anyone knows where the mistake is?
Thank you.
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