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Houdini Lounge » First commercial done in Houdini
- sidenimjay
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fantastic, congratulations to you and your team! I love to see such great results from Mantra! Proves the critics wrong!
Houdini Learning Materials » Subsurface Scattering on Instances
- sidenimjay
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you can also use the stamp option on the copy sop and pack them…this will cause mantra to see them as a sort of instanced geometry
this would allow you to gain the benefit of the instance obj at sop level and get the look you want
this would allow you to gain the benefit of the instance obj at sop level and get the look you want
Houdini Learning Materials » Subsurface Scattering on Instances
- sidenimjay
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I havent figured out the entire problem , but in part it is that when the entire object is rendered together they are seen as one object for the raytrace sss. when the villi are rendered in separate objects mantra is not including the sphere when tracing the depth for the sss calc
there is the Full Raytrace option that should see all objects that have that shader as a single object, but I could not get it to respect the instances or the separate object
ideally there would be an option on the sss tab that contains a list of all the objects to be seen as one object….
this may be one for the developers at SESI to look at closer
there is the Full Raytrace option that should see all objects that have that shader as a single object, but I could not get it to respect the instances or the separate object
ideally there would be an option on the sss tab that contains a list of all the objects to be seen as one object….
this may be one for the developers at SESI to look at closer
Houdini Indie and Apprentice » Bane of my existence: Lingering small fire at center after everything has dissipated. General griping.
- sidenimjay
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the reason for the lingering fireball is the fact that the heat and fuel have not fully been used, or are still being emitted into the sim
you need to find a way to eliminate all the unspent fuel since it would be rather impractical to quickly erode the temperature field
there are many ways this can be accomplished, spike the Burn Rate parm and lower the Fuel Inefficiency to help ensure all the emitted fuel is spent, at the same time you need to make sure the Source Volume dop for your fuel emitter is emitting 0 for both fuel and temperature
you can also add a mask to the region of fuel and quickly erode the unspent fuel
Turn on the Fuel visualizer on the smoke object to help see where you need to eliminate the extra fuel
you need to find a way to eliminate all the unspent fuel since it would be rather impractical to quickly erode the temperature field
there are many ways this can be accomplished, spike the Burn Rate parm and lower the Fuel Inefficiency to help ensure all the emitted fuel is spent, at the same time you need to make sure the Source Volume dop for your fuel emitter is emitting 0 for both fuel and temperature
you can also add a mask to the region of fuel and quickly erode the unspent fuel
Turn on the Fuel visualizer on the smoke object to help see where you need to eliminate the extra fuel
Edited by sidenimjay - 2016年6月3日 15:23:21
Technical Discussion » Compute mass
- sidenimjay
- 702 posts
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the answer is yes you can do it
put an rbdstate dop into your network
set the Default Operation to “Set Never”
then, on the physical tab, set Compute Mass, Density and Mass, to Set Always….
bam recalculated mass per frame
if you dive into the original RBD Object/rbdconfigureobject you can find where the mass is being set and duplicate the tech at the main dop level, this works for any of the properties
put an rbdstate dop into your network
set the Default Operation to “Set Never”
then, on the physical tab, set Compute Mass, Density and Mass, to Set Always….
bam recalculated mass per frame
if you dive into the original RBD Object/rbdconfigureobject you can find where the mass is being set and duplicate the tech at the main dop level, this works for any of the properties
Houdini Learning Materials » Grooming Tools: Lift Hair & Hair Coloring Question
- sidenimjay
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for the hair color, you can do it at the skin level using the following attributes:
rootDiffuseColor and tipDiffuseColor if you are using a separate tip color
rootDiffuseColor and tipDiffuseColor if you are using a separate tip color
SI Users » Houdini transformations - case study
- sidenimjay
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Not auto by any means but, if you position your cursor on a primitive, a press space bar + z , it will set the viewport pivot to tumble around that primitive
Much easier than constantly losing focus in an area
Much easier than constantly losing focus in an area
Houdini Lounge » New Website: Post Feedback Here
- sidenimjay
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Missing the forum folder a topic is posted to when using the Show posts since last visit….you can see the topic, but have no clue where is was posted…does this make sense?
Houdini Lounge » Scale in Houdini, Maya, etc.
- sidenimjay
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I see what makes you assert maya cm is houdini m….
if I understand, you are saying is that if you export a box from maya at 1unit with maya set to m, you get a box in houdini at 100 units…which is 1m or 100cm so maya is exporting it to cm from meters…again if you export a 0.01 unit box from maya set to m, it is 1 unit in houdini which is 1cm … maya is taking the m and converting to cm on export…
if you make a 1unit box in maya at mm at export it, do you get a 100 unit box in houdini?
if so maya is making the change to cm not houdini….
if I understand, you are saying is that if you export a box from maya at 1unit with maya set to m, you get a box in houdini at 100 units…which is 1m or 100cm so maya is exporting it to cm from meters…again if you export a 0.01 unit box from maya set to m, it is 1 unit in houdini which is 1cm … maya is taking the m and converting to cm on export…
if you make a 1unit box in maya at mm at export it, do you get a 100 unit box in houdini?
if so maya is making the change to cm not houdini….
Edited by sidenimjay - 2016年5月19日 23:49:39
Houdini Lounge » Scale in Houdini, Maya, etc.
- sidenimjay
- 702 posts
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We have found that maya always exports its data as cm and inside maya is where the scaling happens…but when exporting it is always going to export as cm
Houdini Learning Materials » MPlay Render Region
- sidenimjay
- 702 posts
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On the view tab of the camera object there are Crop settings, Left, Right, Top, Bottom…you can also set these by dragging the red handles when the camera is active in the viewing pane
this is how you can set the region to send to mantra, is this what you are looking for?
this is how you can set the region to send to mantra, is this what you are looking for?
Houdini Lounge » New Website: Post Feedback Here
- sidenimjay
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When I receive an email letting me know that there is a new post to a subscribed topic, the link takes me to a 403 forbidden page
also, can the link to go to the topic and unsubscribe from a topic have more distance between them to prevent an unwanted unsubscribe?
also, can the link to go to the topic and unsubscribe from a topic have more distance between them to prevent an unwanted unsubscribe?
Technical Discussion » Ray-noise in smoke
- sidenimjay
- 702 posts
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Im thinking it could be a shadow bias issue, try lowering that to 0.01 and see if it reduces the flickering
Technical Discussion » Ray-noise in smoke
- sidenimjay
- 702 posts
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Houdini Lounge » Houdini as a Rendering Software for Studios
- sidenimjay
- 702 posts
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we used houdini/mantra to make the book of life , now a friend of mine in China is setting up to make an animated feature in houidni/mantra
every single test I have done in a comparison test against another popular renderer proved to be +/-5%, but only one of the renderers being flexible….and not 1500 per seat
mantra makes the most sense for a smaller studio on a budget, imho
every single test I have done in a comparison test against another popular renderer proved to be +/-5%, but only one of the renderers being flexible….and not 1500 per seat
mantra makes the most sense for a smaller studio on a budget, imho
Technical Discussion » ratio of fire to smoke in pyro
- sidenimjay
- 702 posts
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what about increasing the Combustion/Smoke/Smoke Amount parm on the pyro solver? does this give you what you want without changing the sim drastically?
Technical Discussion » Irradiance caching
- sidenimjay
- 702 posts
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you want to look at the GI Light shelf tool
http://www.sidefx.com/docs/houdini15.0/nodes/obj/indirectlight [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/nodes/obj/indirectlight [sidefx.com]
Technical Discussion » Texture baking with point clouds
- sidenimjay
- 702 posts
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Houdini Indie and Apprentice » Fireflies
- sidenimjay
- 702 posts
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you can also try lowering the Rendering/Limits/Color Limit from 10 to 5 or lower
sometimes this will help reduce fireflies, not sure about this case
sometimes this will help reduce fireflies, not sure about this case
Technical Discussion » Texture baking with point clouds
- sidenimjay
- 702 posts
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nothing looks out of place there….I have used texture baking with point clouds before and it worked well..trying to remember if i had to do anything magical to make it happen…that file is at work…
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