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Technical Discussion » Portal interior lighting and noise
- sidenimjay
- 702 posts
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Try the GI light, it will improve the render quality greatly…plenty of docs on how to use it
Technical Discussion » H16 fur and displacement
- sidenimjay
- 702 posts
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According to the change logs:
Houdini 16.0.535 Fixed a bug in the Guide Process SOP that caused a cook error when set to “Displace”.
time to test!
Houdini 16.0.535 Fixed a bug in the Guide Process SOP that caused a cook error when set to “Displace”.
time to test!
Houdini Indie and Apprentice » Transfer attribute to fur guides
- sidenimjay
- 702 posts
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Technical Discussion » H16 fur and displacement
- sidenimjay
- 702 posts
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SESI confirms this is the method to use, and they are looking into fixing the issue. no eta as of yet…
Technical Discussion » H16 fur and displacement
- sidenimjay
- 702 posts
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Technical Discussion » H16 fur and displacement
- sidenimjay
- 702 posts
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I could not find any posts on how to handle fur generation on skin that has displacement maps applied.
Old school fur had the displacement map parameter, I cannot find this.
is it something I need to apply in the groom modifier subnet or is the feature forthcoming?
Old school fur had the displacement map parameter, I cannot find this.
is it something I need to apply in the groom modifier subnet or is the feature forthcoming?
Technical Discussion » H16 hair and width override
- sidenimjay
- 702 posts
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Seems when using a wrangle to add varying width attribute to the hair in the hairgen object, the upper level thickness ramp and thickness values have no effect.
is this expected or is this a bug?
is this expected or is this a bug?
Houdini Engine for Unreal » LINK : fatal error LNK1181: UE4-HoudiniEngineRuntime.lib
- sidenimjay
- 702 posts
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I am a total NOOB when it comes to UE…I install UE from the Epic launcher
Do you just remove the HoudiniEngine folder from the UE installed plugins location to remove it ?
How do you go about adding the source of the Houdini Engine to your project plugins folder?
thanks!
Do you just remove the HoudiniEngine folder from the UE installed plugins location to remove it ?
How do you go about adding the source of the Houdini Engine to your project plugins folder?
thanks!
Houdini Lounge » Win10 Start submenus
- sidenimjay
- 702 posts
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Thanks for the update! I found similar results and have started removing the Side Effects Software Folder and using just Houdini_version to keep them separated
thanks Microsoft!
thanks Microsoft!
Houdini Lounge » Win10 Start submenus
- sidenimjay
- 702 posts
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Just got win10 and when I install houdini and use Side Effects/HoudiniVersion , the start menu is showing all entries of houdini under the main Side Effects menu and not sub folders…am I missing something with the start menu and show in subfolders ?
Technical Discussion » Cloth falling through Deforming Collider?
- sidenimjay
- 702 posts
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you may need to add an unpack or convert sop after before you pass it into the collision, cloth wont work with packed alembics
Houdini Indie and Apprentice » Straighten UVs into a grid pattern?
- sidenimjay
- 702 posts
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Technical Discussion » What are these weird white specs/lines showing up when rendering with Mantra - Looks fine in Render Region!?
- sidenimjay
- 702 posts
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Houdini Indie and Apprentice » Hair not following Animation after grooming
- sidenimjay
- 702 posts
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If you are animating the Chain_goal1 at frame 1, the hair is not being captured. you need to set a key on frame 1, or what ever frame the Groom Frame parameter on the skin tab is set to, and then start animating at frame 2 or greater. Then everything will stick as expected.
this is one reason why most studios start shots at frame 101 or 1001, that way the capture frame can be 24+ frames earlier and allow for preroll into the animation
this is one reason why most studios start shots at frame 101 or 1001, that way the capture frame can be 24+ frames earlier and allow for preroll into the animation
Technical Discussion » Compare two arrays in a wrangle SOP if statement
- sidenimjay
- 702 posts
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I have noticed the same thing with not receiving notifications
I just ran a quick test of my previous slap code and noticed a few errors, here is a working example run in a detail wrangle:
the detail attr result will return 0 if the array is different and return 1 if they are equal
it looks like my code got munged a bit…all the brackets got removed…fixed it now
I just ran a quick test of my previous slap code and noticed a few errors, here is a working example run in a detail wrangle:
i[]@ar1 = {0,1,2,3,4};
i[]@ar2 = {0,1,2,3,5};
int tester = 1;
i@result = 0;
int count = 0;
if( len(@ar1) == len(@ar2))
{
while(tester)
{
if( count == len(@ar1) )
tester = 0;
if( @ar1[count] == @ar2[count] )
{
count += 1;
@result = 1;
}else{
tester = 0;
@result = 0;
}
}
}else{
tester = 0;
}
the detail attr result will return 0 if the array is different and return 1 if they are equal
it looks like my code got munged a bit…all the brackets got removed…fixed it now
Edited by sidenimjay - 2016年7月14日 11:28:57
Technical Discussion » Color transfer from points to voxels
- sidenimjay
- 702 posts
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https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc09/Claes/ [nccastaff.bournemouth.ac.uk]
you will find the answers there!
good luck!
you will find the answers there!
good luck!
Technical Discussion » Compare two arrays in a wrangle SOP if statement
- sidenimjay
- 702 posts
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not 100% sure , but I assume if you need to test the arrays are identical to each other you would need to loop over and compare each element
you can break the loop as soon as one of the values fails the comparison test something like this:
int tester = 1;
int count = 0;
if( len(array1) == len(array2)
{
while( tester )
if( count = len(array1 ) )
tester = 0;
if( array1 == array2 )
count += 1;
else
tester = 0;
}
you can break the loop as soon as one of the values fails the comparison test something like this:
int tester = 1;
int count = 0;
if( len(array1) == len(array2)
{
while( tester )
if( count = len(array1 ) )
tester = 0;
if( array1 == array2 )
count += 1;
else
tester = 0;
}
Houdini Learning Materials » Shaders base color mismatch
- sidenimjay
- 702 posts
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yes, if you want the darker orange you need to apply an inverse gamma to it either in the shader or in the parameter, pow( color ,2.2)
Edited by sidenimjay - 2016年7月5日 12:19:04
Houdini Learning Materials » Shaders base color mismatch
- sidenimjay
- 702 posts
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Under Edit/Color Settings/Color Correction Tab
you most likely have Color Pickers and swatches set to apply a gamma of 2.2 in which case this is the color you will see when you render this shader and not the darker orange color from the ai material
uncheck the Color Picker and swatches and you will see the same color as the ai one….however if you are rendering this with a gamma 2.2 it wont look as saturated as the dark orange one, it will be the lighter one…
you most likely have Color Pickers and swatches set to apply a gamma of 2.2 in which case this is the color you will see when you render this shader and not the darker orange color from the ai material
uncheck the Color Picker and swatches and you will see the same color as the ai one….however if you are rendering this with a gamma 2.2 it wont look as saturated as the dark orange one, it will be the lighter one…
Houdini Indie and Apprentice » How to speed up Mantra
- sidenimjay
- 702 posts
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you could always try to use a GI light, it can speed up rendering
if you dont need GI you can use ray tracing, or you could revert back to good old micropoly
if you dont need GI you can use ray tracing, or you could revert back to good old micropoly
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