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Technical Discussion » Mantra Black refraction near objects with Fresnel
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- Lewul
- 249 posts
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Technical Discussion » Matching Mantra motion blur with Vray motion blur ?
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- Lewul
- 249 posts
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Well I'm currently testing with deep, and it works sooooo well !
But I didn't try with vray also, I don't know how much time it will take.
Thanks for advice JordanWalsh !
But I didn't try with vray also, I don't know how much time it will take.
Thanks for advice JordanWalsh !
Technical Discussion » Matching Mantra motion blur with Vray motion blur ?
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- Lewul
- 249 posts
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Technical Discussion » Exporting Camera via fbx
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- Lewul
- 249 posts
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You should also export your camera with the 2009 version of FBX (something like that), it's more stable.
Technical Discussion » Matching Mantra motion blur with Vray motion blur ?
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- Lewul
- 249 posts
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Hi everyone,
Is there a way to match perfectly two motion blur from two different render engine ?
For exemple, I have a mesh that will be rendered in Maya using Vray, but I need this mesh in Houdini because it will emit smoke and will hide some smoke, so I need my motion blur to match with the Vray one.
Is there some parameters that matches exactly between these two ?
(and I don't want to use Houdini Engine)
Thanks !
Tom
Is there a way to match perfectly two motion blur from two different render engine ?
For exemple, I have a mesh that will be rendered in Maya using Vray, but I need this mesh in Houdini because it will emit smoke and will hide some smoke, so I need my motion blur to match with the Vray one.
Is there some parameters that matches exactly between these two ?
(and I don't want to use Houdini Engine)
Thanks !
Tom
Technical Discussion » Big amount of smoke from fire
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- Lewul
- 249 posts
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Hey thanks Joker386 ! Sorry I didn't answer you quickly, I'll check the scene as soon as I can.
Technical Discussion » Stop containers from a cluster simulation (Pyro)
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- Lewul
- 249 posts
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Technical Discussion » Stop containers from a cluster simulation (Pyro)
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- Lewul
- 249 posts
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Hi,
Is there a way to kill containers after a certain time in a pyro simulation with cluster ? Some of these containers a disappearing from the camera, so I just want to kill them.
Thanks !
Is there a way to kill containers after a certain time in a pyro simulation with cluster ? Some of these containers a disappearing from the camera, so I just want to kill them.
Thanks !
Technical Discussion » Big amount of smoke from fire
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- Lewul
- 249 posts
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Technical Discussion » Big amount of smoke from fire
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- Lewul
- 249 posts
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Hi there,
I'm trying to make a “meteorite effect”, so I want my source to emit a big amount of fire, and I want it to leave a lot of smoke behind it (a LOT, even if it's not realistic)… It's easy to get the fire, but how can I make the smoke part better ? There is not enough smoke, and if I don't want it to dissipate, I can't play with the dissipation in the shape tab because it will affect my fire to, right ? It doesn't seem to affect a lot the smoke when changing the “Smoke Amount” in Combustion > Smoke.
I'm always confuse with the smoke in fact…
Thanks a lot,
Tom
I'm trying to make a “meteorite effect”, so I want my source to emit a big amount of fire, and I want it to leave a lot of smoke behind it (a LOT, even if it's not realistic)… It's easy to get the fire, but how can I make the smoke part better ? There is not enough smoke, and if I don't want it to dissipate, I can't play with the dissipation in the shape tab because it will affect my fire to, right ? It doesn't seem to affect a lot the smoke when changing the “Smoke Amount” in Combustion > Smoke.
I'm always confuse with the smoke in fact…
Thanks a lot,
Tom
Technical Discussion » Python exercises in Houdini ?
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- Lewul
- 249 posts
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Hi Mantragora !
What do you mean second task ? You mean my internship ?
It's great, I'm at MacGuff in Paris !
What do you mean second task ? You mean my internship ?

Houdini Indie and Apprentice » Object Merge Can't merge Subnet?
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- Lewul
- 249 posts
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Well it's actually working, but it doesn't seems to accept multiples shaders… So there is only one of the shaders that contains the subnet ! Is there a way to correct it ?
I need to instance multiple subnets and keep all my shaders.
I need to instance multiple subnets and keep all my shaders.
Technical Discussion » Python exercises in Houdini ?
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- Lewul
- 249 posts
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Technical Discussion » Python exercises in Houdini ?
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- Lewul
- 249 posts
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Technical Discussion » Python exercises in Houdini ?
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- Lewul
- 249 posts
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Damn
So this is why the trailer of The Hobbit is getting late…
I'm sorry, it's finished but I didn't have time to add the function (but I know it's not big), I'm still in class (yes it finishes late. But no excuses, I should've given you the last version earlier).
So here is the last version.
I want to thank you for everything you did, I learned a lot from you and with this little exercice.
Do you think that you can give me another exercice for the summer ? Since I will be in internship, I don't know if I will have enough time but I really want to force myself to study Python in Houdini. If you can't or don't want I totally understand, I'm slow and I don't want to bother you with this.
Thanks again !
Tom

I'm sorry, it's finished but I didn't have time to add the function (but I know it's not big), I'm still in class (yes it finishes late. But no excuses, I should've given you the last version earlier).
So here is the last version.
I want to thank you for everything you did, I learned a lot from you and with this little exercice.
Do you think that you can give me another exercice for the summer ? Since I will be in internship, I don't know if I will have enough time but I really want to force myself to study Python in Houdini. If you can't or don't want I totally understand, I'm slow and I don't want to bother you with this.
Thanks again !
Tom
Technical Discussion » about displacement,help!
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- Lewul
- 249 posts
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Technical Discussion » about displacement,help!
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- Lewul
- 249 posts
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Try a smooth sop in sop (smooth the color)
Or try a fit ?
And maybe you can play with the distance threshold.
Or try a fit ?
And maybe you can play with the distance threshold.
Technical Discussion » about displacement,help!
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- Lewul
- 249 posts
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Technical Discussion » about displacement,help!
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- Lewul
- 249 posts
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Well when you do voronoi fracturing you have some groups created : inside and outside.
First operation : Take all your voronoi pieces and add an attribute color, white for example.
Second operation : Delete the inside parts with a delete sop, then add a group to the edges of what's left (the outside parts), in the group sop disable “number” and activate the “edges” tab. Here simply check “unshared edges”. Call this group for example “edgeGrp”. Add an color attribute to that group, you need it to be black.
Then between the two operations just drop an attribute transfer sop, transfer the color with a low distance threshold, add a little bit of blend width to soften the color. You may need more points for this, so increase poly count in your initial geometry that you want to fracture, then enable interior details in your voronoi sop.
Then your inside faces are white (if you did it correctly there is some white at the edges), and the outside are black.
Finally in your shader (or you can also make it in a vop sop) just import you Cd attribute, and multiply your noise by Cd.
First operation : Take all your voronoi pieces and add an attribute color, white for example.
Second operation : Delete the inside parts with a delete sop, then add a group to the edges of what's left (the outside parts), in the group sop disable “number” and activate the “edges” tab. Here simply check “unshared edges”. Call this group for example “edgeGrp”. Add an color attribute to that group, you need it to be black.
Then between the two operations just drop an attribute transfer sop, transfer the color with a low distance threshold, add a little bit of blend width to soften the color. You may need more points for this, so increase poly count in your initial geometry that you want to fracture, then enable interior details in your voronoi sop.
Then your inside faces are white (if you did it correctly there is some white at the edges), and the outside are black.
Finally in your shader (or you can also make it in a vop sop) just import you Cd attribute, and multiply your noise by Cd.
Technical Discussion » Python exercises in Houdini ?
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- Lewul
- 249 posts
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