Hey guys, here is my entry.
It's a playblast, I started with an animation of the simple biped, converted the mesh to VDB and reshaped it to get it a bit bigger.
Then i used that VDB as FLIP source and added a white water simulation. It took me 4h to get to this result.
Hope you like it.
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HOULY Daily Challenge » Day 3 | Elements: Water
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- FrancoisGressier
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HOULY Daily Challenge » Day 2 | Elements: Wind
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- FrancoisGressier
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Hello magicians, here is my second entry,
The ground is a heighfield.
Some rocks displaced with noise in VOPs.
Leaves and grass are simulated with vellum cloth and vellum hair.
It's a playblast, no render this time. The GIF can take a while to load.
Hope you like it.
The ground is a heighfield.
Some rocks displaced with noise in VOPs.
Leaves and grass are simulated with vellum cloth and vellum hair.
It's a playblast, no render this time. The GIF can take a while to load.
Hope you like it.
Edited by FrancoisGressier - 2020年7月2日 10:46:33
HOULY Daily Challenge » Day 1 | Elements: Earth
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- FrancoisGressier
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Hey guys,
I got inspired by Daniel Garcia : https://www.pinterest.fr/pin/419679259025278480/ [www.pinterest.fr]
It took me about 3-4 hours to get this done. I haven't done any comp on it, straight out of Mantra.
Hope you like it.
I got inspired by Daniel Garcia : https://www.pinterest.fr/pin/419679259025278480/ [www.pinterest.fr]
It took me about 3-4 hours to get this done. I haven't done any comp on it, straight out of Mantra.
Hope you like it.
Technical Discussion » Houdini crashes when displaying geometry
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- FrancoisGressier
- 30 posts
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I have the same issue here.
It was working fine on houdini through windows 10, but since windows 10 doesn't suits me I chose to switch back to windows 7.
On windows 7 everything works fine but Houdini's viewport, even maya's viewport works… I tried to reinstall the last drivers but it doesn't change anything.
Last solution, go back to windobe 10.
It was working fine on houdini through windows 10, but since windows 10 doesn't suits me I chose to switch back to windows 7.
On windows 7 everything works fine but Houdini's viewport, even maya's viewport works… I tried to reinstall the last drivers but it doesn't change anything.
Last solution, go back to windobe 10.
Technical Discussion » hbatch.exe running in background
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- FrancoisGressier
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I have no answer for you. I think it's not possible. But yeah that would be really great to have the possibility to refresh the render scheduler so that it find's already running background jobs.
Edited by FrancoisGressier - 2016年11月3日 10:00:11
Technical Discussion » Link to the parent node
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- FrancoisGressier
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Thank you,
I use this on promoted attributes in VOPs to get inputs paths but i didn't thouth to use it in the others networks -_-.
I use this on promoted attributes in VOPs to get inputs paths but i didn't thouth to use it in the others networks -_-.
Technical Discussion » Please help me with this tracer effect
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- FrancoisGressier
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I'm not sure to understand what you're trying to achive.
Did you try using the edge_dir of curves and noise the position of the result points trails ?
Did you try using the edge_dir of curves and noise the position of the result points trails ?
Technical Discussion » Link to the parent node
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- FrancoisGressier
- 30 posts
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Hi,
I'm wondering if there is a way to get the parent node or the first parent node in Hscript ?
Usually when I need to get an attribute on points i use the point function and as first argument I fill in the parent node. So it could save time to have a script or variable to get the parent node.
Like this : `point ( $ParentNode , $PT , “parm” , 0 )`
thanks
I'm wondering if there is a way to get the parent node or the first parent node in Hscript ?
Usually when I need to get an attribute on points i use the point function and as first argument I fill in the parent node. So it could save time to have a script or variable to get the parent node.
Like this : `point ( $ParentNode , $PT , “parm” , 0 )`
thanks
Technical Discussion » Limit mantra cpu usage
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- FrancoisGressier
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Thank you.
I also found that I could do it on the Mantra node > Driver tab > Command
by adding -j X at the end of the line. X representing the number of cpu used to render.
I also found that I could do it on the Mantra node > Driver tab > Command
by adding -j X at the end of the line. X representing the number of cpu used to render.
Technical Discussion » Limit mantra cpu usage
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- FrancoisGressier
- 30 posts
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Hi,
I'm wondering if there is a way to limit the number of cpu that mantra uses.
When i limit it on windows via the task manager, it work, but only for the frame it is rendering when i do the manipulation. It's like if when it start a new frame it start a new processus so it uses automatically all the CPU cores.
I tried to google it but i didn't find any information about it.
thanks
I'm wondering if there is a way to limit the number of cpu that mantra uses.
When i limit it on windows via the task manager, it work, but only for the frame it is rendering when i do the manipulation. It's like if when it start a new frame it start a new processus so it uses automatically all the CPU cores.
I tried to google it but i didn't find any information about it.
thanks
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