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Technical Discussion » parameter indexing
- Consectary
- 1 posts
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Animation » Alembic animation to blender, correct origin
- HoudiniAmateur
- 10 posts
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Hello everyone! Can anyone help me with exporting this to Alembic format so that each sphere is a separate object? Currently, when I export, I can see the names of the spheres, but I can't see their points, vertices in Blender, nor can I add the Cd attribute because it doesn't exist. This is an animation consisting of 16000 frames where the spheres change at around frame 8000, along with the colors of their points. The color of the spheres comes from the Cd attribute, which I can see properly in Houdini. Initially, I tried to save it as an FBX, which would be perfect, but I only see the Cd attributes for the first frame, the color doesn't animate. If anyone can help with making the FBX export animated, that would be perfect. If it's not possible, Alembic would also be good, but it's important that the spheres are present on the points, and their color comes from the Cd attribute. Thank you!
Edited by HoudiniAmateur - 今日 13:53:05
Animation » Alembic animation to blender, correct origin
- HoudiniAmateur
- 10 posts
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EnivobThank you for this solution. It works perfectly. I have one issue with it though: the pivot or origin is not in the correct position. Origins not moving in alembic file. just the surfaces. I've attached how it looks in the FBX file and how it looks here. Is there any solution for this? Thank you for the help so far
Check the hip file for the technique I use. You do have to route the Cd attribute to a material and chose one of the Blender render modes which displays color information. You have to promote Cd to vertex inside Houdini for it to show up in Blender.
Edited by HoudiniAmateur - 今日 08:35:34
Technical Discussion » How to read Geometry Spreadsheet in DOP
- raincole
- 434 posts
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tamte
you are setting for "stretch" group, do the primitives shown in your spreadsheet belong to that group?
Yes, they do. And even after disabling "Group" parameter, the change is still not shown in the spreadsheet.
tamte
DOP spreadsheet will show you data at the end of current timestep so if you are looking at the correct geometry data and modified prims, you should see the updated values
Well... perhaps I should report this as a bug...
Technical Discussion » How to read Geometry Spreadsheet in DOP
- tamte
- 8531 posts
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it's unlikely to be a bug, at least in my experience the spreadsheet is reliable
are you on the first simulation frame by any chance? in Vellum sourcing happens after forces are applied so any freshy sourced constraints will not receive your new restlength on that timestep
so maybe try plugging your node to SOURCE Output node, since that one is evaluated after internal source
are you on the first simulation frame by any chance? in Vellum sourcing happens after forces are applied so any freshy sourced constraints will not receive your new restlength on that timestep
so maybe try plugging your node to SOURCE Output node, since that one is evaluated after internal source
Edited by tamte - 昨日 19:31:09
Technical Discussion » How to read Geometry Spreadsheet in DOP
- raincole
- 434 posts
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tamte
it's unlikely to be a bug, at least in my experience the spreadsheet is reliable
are you on the first simulation frame by any chance? in Vellum sourcing happens after forces are applied so any freshy sourced constraints will not receive your new restlength on that timestep
so maybe try plugging your node to SOURCE Output node, since that one is evaluated after internal source
Oh you're correct. Simulating it for one frame does update the values in Spreadsheet.
I'm still quite confused about when I should connect to FORCE and when to SOURCE tho.
Technical Discussion » How to read Geometry Spreadsheet in DOP
- tamte
- 8531 posts
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raincoleroughly, FORCE is evaluated Pre-Solve, SOURCE is Post-Solve
I'm still quite confused about when I should connect to FORCE and when to SOURCE tho.
for more specific details you can look inside of the solver if you are interested when exactly each of them evaluates
Houdini Jobs » Houdini Generalist - Lockheed Martin in DFW Area
- lukeiamyourfather
- 16 posts
- Offline
The team I work with has an opening. Feel free to ask questions and I'll do my best to answer.
https://www.lockheedmartinjobs.com/job/grand-prairie/vfx-generalist/694/63473512848 [www.lockheedmartinjobs.com]
Some of the projects we've done in the last few years are linked below. Most of the work isn't public but it's challenging and rewarding work.
https://www.youtube.com/watch?v=28zfSkhbSFA [www.youtube.com]
https://www.youtube.com/watch?v=sOF60VtVPQo [www.youtube.com]
https://www.lockheedmartinjobs.com/job/grand-prairie/vfx-generalist/694/63473512848 [www.lockheedmartinjobs.com]
Some of the projects we've done in the last few years are linked below. Most of the work isn't public but it's challenging and rewarding work.
https://www.youtube.com/watch?v=28zfSkhbSFA [www.youtube.com]
https://www.youtube.com/watch?v=sOF60VtVPQo [www.youtube.com]
Technical Discussion » What's stamps()?
- tamte
- 8531 posts
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In SOPs there used to be Copy SOP, lafer renamed to Copy Stamp SOP and deprecated, which allowed you to define "stamping variables" which could vary values per each copy
stamp() function for floats and stamps() for string were a way to evaluate such variables of a specific node per each copy and therefore modify left side nodes for each copy
This was replaced by for loops due to several technical reasons
However stamp() and stamps() were and still are also used in DOPs in a similar fashion, to evaluate certain variable values during cook and therefore being able to change behavior of nodes like SOP Solver based on which object is currently running over etc.
More info here https://www.sidefx.com/docs/houdini/nodes/dop/sopsolver.html [www.sidefx.com]
stamp() function for floats and stamps() for string were a way to evaluate such variables of a specific node per each copy and therefore modify left side nodes for each copy
This was replaced by for loops due to several technical reasons
However stamp() and stamps() were and still are also used in DOPs in a similar fashion, to evaluate certain variable values during cook and therefore being able to change behavior of nodes like SOP Solver based on which object is currently running over etc.
More info here https://www.sidefx.com/docs/houdini/nodes/dop/sopsolver.html [www.sidefx.com]
Edited by tamte - 昨日 21:10:10
Technical Discussion » Ray Sop doesn't recognize Cache Data from DOP Import ?
- _Christopher_
- 761 posts
- Offline
Thanks tamte I sorted out the issue I had to use minimum distance which gave me values to work with instead of the default vector.
Technical Discussion » What's stamps()?
- raincole
- 434 posts
- Offline
tamte
In SOPs there used to be Copy SOP, lafer renamed to Copy Stamp SOP and deprecated, which allowed you to define "stamping variables" which could vary values per each copy
stamp() function for floats and stamps() for string were a way to evaluate such variables of a specific node per each copy and therefore modify left side nodes for each copy
This was replaced by for loops due to several technical reasons
However stamp() and stamps() were and still are also used in DOPs in a similar fashion, to evaluate certain variable values during cook and therefore being able to change behavior of nodes like SOP Solver based on which object is currently running over etc.
More info here https://www.sidefx.com/docs/houdini/nodes/dop/sopsolver.html [www.sidefx.com]
What confuses me is that I can middle click the parameter to show its value even it uses stamps(), just like other expressions. But if stamps() is evaluated during cook, does it mean the value we see by middle clicking it is not necessarily meaningful?
Technical Discussion » What's stamps()?
- tamte
- 8531 posts
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raincoleCorrect, the value you see is the 3rd argument of stamp*() function, which defines a default value shown when evaluated out of context
What confuses me is that I can middle click the parameter to show its value even it uses stamps(), just like other expressions. But if stamps() is evaluated during cook, does it mean the value we see by middle clicking it is not necessarily meaningful?
Doesn't have to be meaningless, it's certainly a placeholder
Edited by tamte - 昨日 22:40:52
Houdini Lounge » Life too short render too long
- Happy new year
- 3 posts
- Offline
Today quote is "Life too short render too long"
I can't believe this Single frame taking 30 min between frame 110 - 150 afterward 1 hour but i have to reach 240 .
Mantra render setting
2/2 pixel sample
and everything just same
isnt its still too low
da hell i got myself stuck into . Looks like tons of platonics is no good
Weird I had a work from someone and like what do i tell HIM , wait 80 hours
I can't believe this Single frame taking 30 min between frame 110 - 150 afterward 1 hour but i have to reach 240 .
Mantra render setting
2/2 pixel sample
and everything just same
isnt its still too low
da hell i got myself stuck into . Looks like tons of platonics is no good
Weird I had a work from someone and like what do i tell HIM , wait 80 hours
Edited by Happy new year - 今日 01:09:51
Solaris and Karma » Rendering emissive transparent shaders
- tamte
- 8531 posts
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if you render pure emissive volume it will have no Alpha, which is correct and it will also not block any other light
the comp should be simple, just Add over the plate, not sure how it's called in AE, in Nuke is called Plus
Assuming your soft assumes the image is already premultiplied (which it should) you can also use Over, since if Alpha is 0 then over is the same as Plus: A + B(1-alpha) = A + B(1-0) = A + B
the comp should be simple, just Add over the plate, not sure how it's called in AE, in Nuke is called Plus
Assuming your soft assumes the image is already premultiplied (which it should) you can also use Over, since if Alpha is 0 then over is the same as Plus: A + B(1-alpha) = A + B(1-0) = A + B
Technical Discussion » Deleting chips in RBD material fracture.
- gallerykim
- 29 posts
- Offline
I broke the object using RBD material fracture.
I want to create a chipped effect on the remaining parts and then delete them.
Additionally, I want to remove the inside faces of the remaining parts.
So, I tried deleting the inside using RBD connected faces and RBD disconnected faces, but it deletes even the faces touching the chip, creating holes.
Is there a way to remove the inside while preserving the faces touching the chip?
I want to create a chipped effect on the remaining parts and then delete them.
Additionally, I want to remove the inside faces of the remaining parts.
So, I tried deleting the inside using RBD connected faces and RBD disconnected faces, but it deletes even the faces touching the chip, creating holes.
Is there a way to remove the inside while preserving the faces touching the chip?
Houdini Lounge » Life too short render too long
- CYTE
- 678 posts
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Houdini Lounge » Life too short render too long
- Happy new year
- 3 posts
- Offline
Already about to buy gpu today , promised myself never touch Mantra by mistake its a curse . How do i delete it from houdini?
Technical Discussion » How to set aerodynamic drag for Vellum fluid?
- raincole
- 434 posts
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As title. I'd like to make my Vellum fluid kinda move more slowly in air, but not changing the gravity for other particles. I suppose it can be done by giving it some areodynamic drag.
Adding a POP Drag to give it wind seems to be close... but wind is a vector (as it should be), and I'd like an omnidirectional aerodynamic drag. Set POP Drag's air resistance without wind seems to do nothing.
Adding a POP Drag to give it wind seems to be close... but wind is a vector (as it should be), and I'd like an omnidirectional aerodynamic drag. Set POP Drag's air resistance without wind seems to do nothing.
Solaris and Karma » How to set the camera focus distance using expression?
- dmarkota_adm
- 1 posts
- Offline
Hi,
I revised this and the follwing works well for me: matrix cameraTransform = usd_worldtransform(0,"/cameras/camera1"); matrix targetTransform = usd_worldtransform(0,"/focusTarget"); vector cameraPos = cameraTransform * {0,0,0}; vector targetPos = targetTransform * {0,0,0}; float dist = distance(cameraPos, targetPos); usd_setattrib(0,"/cameras/camera1", "focusDistance", dist);
Technical Discussion » How to set aerodynamic drag for Vellum fluid?
- tamte
- 8531 posts
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raincoletry higher values maybe? It defilinely should apply drag to Vellum Fluid particles
Set POP Drag's air resistance without wind seems to do nothing
on Vellum Solver SOP you can also use Forces/Built In Wind Drag, which is linked to internal POP Wind, but regardless ow what POP Wind or POP Drag you use you should see the effect
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