Working great !
Thanks Tamte.
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Technical Discussion » Dirt Mask limitation
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- Lewul
- 250 posts
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Technical Discussion » Dirt Mask limitation
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- Lewul
- 250 posts
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Technical Discussion » Dirt Mask limitation
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- Lewul
- 250 posts
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Hi everyone,
It's about the new dirt mask node in shop. How can I limit the dirt to be affected only by the object itself ? I have two objects touching each other, and one object affecting the dirt mask of the other object. I was thinking that it was in the scope parameter, but it's only working with the * and it doesn't resolve my problem, it seems that I can't limit this to one object.
Thanks,
Tom
It's about the new dirt mask node in shop. How can I limit the dirt to be affected only by the object itself ? I have two objects touching each other, and one object affecting the dirt mask of the other object. I was thinking that it was in the scope parameter, but it's only working with the * and it doesn't resolve my problem, it seems that I can't limit this to one object.
Thanks,
Tom
Technical Discussion » Transfer Houdini group names to Maya in Alembic
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- Lewul
- 250 posts
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Here it is ! Tell me if it works.
By the way, “Tout meilleur” doesn't mean anything haha ! Nice try
By the way, “Tout meilleur” doesn't mean anything haha ! Nice try

Technical Discussion » Transfer Houdini group names to Maya in Alembic
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- Lewul
- 250 posts
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Technical Discussion » Transfer Houdini group names to Maya in Alembic
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- Lewul
- 250 posts
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Write ‘.abc’ after your ‘$JOB/Desktop/BBBBB/alembic’, and in your SOP Path pick the end of your tree inside of your ‘ocean_surface" (put a null at the end of your tree, and call it ’OUT_OCEAN_SURFACE' for exemple so it will be easy to find).
Technical Discussion » Transfer Houdini group names to Maya in Alembic
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- Lewul
- 250 posts
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Sugleris : Thanks ! It's working. I was expecting that groups from Houdini would become groups in Maya, but it became shapes (which is okay too).
Bojan : don't plug anything in the Alembic node, just get the object path you want in the SOP Path parameter of your Alembic node, if I remember correctly.
Bojan : don't plug anything in the Alembic node, just get the object path you want in the SOP Path parameter of your Alembic node, if I remember correctly.
Technical Discussion » Transfer Houdini group names to Maya in Alembic
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- Lewul
- 250 posts
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Technical Discussion » Transfer Houdini group names to Maya in Alembic
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- Lewul
- 250 posts
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Hey,
I want to export a geometry from Houdini to Maya, with an Alembic file.
In my Houdini geometry, I have groups with differents names. My goal is to have these same groups with the geometry it contains, and I want to keep the same name for each group.
In my Rop Alembic Output SOP I have these settings :
- Format : HDF5
- Build Hierarchy From Attributes check on
- Path Attribute : name
- Packed Alembic Priority : Hierarchy
But when I'm in Maya all my names are deleted, I just have the classic ‘polysurface*’, and I have no group… How can I keep the same hierarchy from Houdini in Maya ?
Also, when I'm exporting a sequence, I have no animation…
Thanks,
Tom.
I want to export a geometry from Houdini to Maya, with an Alembic file.
In my Houdini geometry, I have groups with differents names. My goal is to have these same groups with the geometry it contains, and I want to keep the same name for each group.
In my Rop Alembic Output SOP I have these settings :
- Format : HDF5
- Build Hierarchy From Attributes check on
- Path Attribute : name
- Packed Alembic Priority : Hierarchy
But when I'm in Maya all my names are deleted, I just have the classic ‘polysurface*’, and I have no group… How can I keep the same hierarchy from Houdini in Maya ?
Also, when I'm exporting a sequence, I have no animation…
Thanks,
Tom.
Technical Discussion » Memory Leak in H13 with Flips maybe ?
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- Lewul
- 250 posts
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I also notice that using the upres pyro seems to be using less memory when doing a batch.
Technical Discussion » Memory Leak in H13 with Flips maybe ?
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- Lewul
- 250 posts
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Technical Discussion » Memory Leak in H13 with Flips maybe ?
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- Lewul
- 250 posts
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Hi,
I'm sorry I know that it is an old subject… But it seems that I'm having this kind of issue with H14 on Windows 7, with the pyro solver. I only have 16gbs of ram, the cache size is set to 0, I turn on ‘caching to disk’. My simulation works well but when it's reaching 16gbs of ram it's too slow…
Is there a way to avoid that ? Is Windows 10 a solution ?
And the resolution is only 220…
I'm sorry I know that it is an old subject… But it seems that I'm having this kind of issue with H14 on Windows 7, with the pyro solver. I only have 16gbs of ram, the cache size is set to 0, I turn on ‘caching to disk’. My simulation works well but when it's reaching 16gbs of ram it's too slow…
Is there a way to avoid that ? Is Windows 10 a solution ?
And the resolution is only 220…
Technical Discussion » Threatening wave of rigid bodies
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- Lewul
- 250 posts
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Is there a way to advect my rigid bodies with a FLIP fluid ?
I'm trying with a sop solver, by transfering velocity, but it doesn't seems to be working…
EIT : such an idiot, I was transfering Cd instead of v -_-
I'm trying with a sop solver, by transfering velocity, but it doesn't seems to be working…
EIT : such an idiot, I was transfering Cd instead of v -_-
Technical Discussion » Threatening wave of rigid bodies
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- Lewul
- 250 posts
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The problem is that when doing this the dynamic doesn't seems ‘threatening’… Is there a way to make it looks like it's crossing jam ?
https://www.youtube.com/watch?v=NwJKu4MfPAQ [youtube.com] My firsts tests, but I will try it more like you said !
https://www.youtube.com/watch?v=NwJKu4MfPAQ [youtube.com] My firsts tests, but I will try it more like you said !
Technical Discussion » Threatening wave of rigid bodies
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- Lewul
- 250 posts
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Hi everyone,
I'm trying to achieve this kind of effect :
https://www.youtube.com/watch?v=bWswq8PmRII [youtube.com]
The thing is that I don't want liquid in my render, only rigid bodies travelling slowly, the effect must be ‘threatening’…
But I have no idea to how to proceed… Anyone has an idea ?
Thanks !
Tom
I'm trying to achieve this kind of effect :
https://www.youtube.com/watch?v=bWswq8PmRII [youtube.com]
The thing is that I don't want liquid in my render, only rigid bodies travelling slowly, the effect must be ‘threatening’…
But I have no idea to how to proceed… Anyone has an idea ?
Thanks !
Tom
Technical Discussion » Convert a texture into a volume
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- Lewul
- 250 posts
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I tried it, yes. The problem is that I don't have gradient information, so my volume is not interesting 
Thanks

Thanks
Technical Discussion » Convert a texture into a volume
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- Lewul
- 250 posts
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Technical Discussion » Convert a texture into a volume
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- Lewul
- 250 posts
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Hi everyone,
I'm currently making a cg Earth in Houdini, and I'm asking myself if I need to make the clouds in volume… Currently they are just a texture with displacement, which works pretty well. But I want to have ligthning in these clouds, like on this picture : http://blog.chron.com/sciguy/files/2013/07/tstormfromspace22.jpg [blog.chron.com]
So how can I transform this texture into a volume and keep all the details that we can see in it ? :
http://www.noirextreme.com/digital/Earth-Clouds2700.jpg [noirextreme.com]
Can it be done only during rendering or do I have to convert it into (onto ?) a volume and then rendering it. My goal is also to see light scatters in clouds, like in the image.
Thanks !
Tom
I'm currently making a cg Earth in Houdini, and I'm asking myself if I need to make the clouds in volume… Currently they are just a texture with displacement, which works pretty well. But I want to have ligthning in these clouds, like on this picture : http://blog.chron.com/sciguy/files/2013/07/tstormfromspace22.jpg [blog.chron.com]
So how can I transform this texture into a volume and keep all the details that we can see in it ? :
http://www.noirextreme.com/digital/Earth-Clouds2700.jpg [noirextreme.com]
Can it be done only during rendering or do I have to convert it into (onto ?) a volume and then rendering it. My goal is also to see light scatters in clouds, like in the image.
Thanks !
Tom
Houdini Lounge » Arnold for Houdini is now available for download
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- Lewul
- 250 posts
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Houdini Lounge » Arnold for Houdini is now available for download
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- Lewul
- 250 posts
- Offline
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