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Houdini Indie and Apprentice » Billowy Smoke Rendering
- sidenimjay
- 702 posts
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looks like your density is too low compared to the viewport..try increasing the density scale on the shader to 10-50 range
Houdini Learning Materials » point sop functionality replication
- sidenimjay
- 702 posts
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if you want exactly along the curve, you can account for the end point with an if statement
Houdini Learning Materials » point sop functionality replication
- sidenimjay
- 702 posts
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Use the Poly Frame Sop… this will give you the tangentu which is what you are looking for and without the funky normal at the end point
Technical Discussion » Creep SOP and vertex normals !
- sidenimjay
- 702 posts
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A normal sop may be what you are looking for, it will compute vertex normals
but it may be worth an RFE to have the creep sop update vertex normals as well
but it may be worth an RFE to have the creep sop update vertex normals as well
Houdini Learning Materials » Fireball Shader
- sidenimjay
- 702 posts
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not exactly like the tutorial, but looks pretty decent
note: this is not using the latest pyro shader that has attenuation
note: this is not using the latest pyro shader that has attenuation
Houdini Lounge » Parameter Naming Convention (Can SidexFX Adopt One)?
- sidenimjay
- 702 posts
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i agree that sometimes yes they are confusing because of truncation or abbreviation
however, when using them in a procedural manner in code or as attributes driving a shader from particles, points etc I dont want to be typing 32 character long names with tons of underscores in them
imagine looking at the spreadsheet of particle attributes with this_is_the_speed_of_the_current_particle, diffuse_color, blending_value_from_shader_a_to_shader_b, ramp_driving_attribute_for_color_mixing
sometimes it is better to leave a shortcut name as the attribute and leave the description to a help doc or mouse hover over the parameter itself.
that being said, SESI should at least unify the names when possible.
however, when using them in a procedural manner in code or as attributes driving a shader from particles, points etc I dont want to be typing 32 character long names with tons of underscores in them
imagine looking at the spreadsheet of particle attributes with this_is_the_speed_of_the_current_particle, diffuse_color, blending_value_from_shader_a_to_shader_b, ramp_driving_attribute_for_color_mixing
sometimes it is better to leave a shortcut name as the attribute and leave the description to a help doc or mouse hover over the parameter itself.
that being said, SESI should at least unify the names when possible.
SI Users » Houdini transformations - case study
- sidenimjay
- 702 posts
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have you submitted this to SESI support database so there is a ticket to follow?
would love to see these enhancements in H16
would love to see these enhancements in H16
Houdini Indie and Apprentice » Advice on getting rid of noise in a specific channel?
- sidenimjay
- 702 posts
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To ensure the spheres dont craash through the ground I did two things
1. in the box object, I used the height of the box divided by 2 to ensure it was at world 0 in Y.
2. I did a similar thing with the two spheres where I used the radius in Y to adjust the height, again keeping the lowest point at world 0 in Y.
These two things will keep them from colliding.
As far as noise, it is just a matter of increasing the Reflection quality slowly so as not to smash your render times.
Also, you could try using the Indirect Sampling controls that I added at the bottom of the Render/Sampling tab on your mantra rop, as it seems the most noise is now in the indirect reflection pass.
1. in the box object, I used the height of the box divided by 2 to ensure it was at world 0 in Y.
2. I did a similar thing with the two spheres where I used the radius in Y to adjust the height, again keeping the lowest point at world 0 in Y.
These two things will keep them from colliding.
As far as noise, it is just a matter of increasing the Reflection quality slowly so as not to smash your render times.
Also, you could try using the Indirect Sampling controls that I added at the bottom of the Render/Sampling tab on your mantra rop, as it seems the most noise is now in the indirect reflection pass.
Houdini Indie and Apprentice » Advice on getting rid of noise in a specific channel?
- sidenimjay
- 702 posts
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I took a look at your file, the biggest issue I could see is that you have a 0 roughness for your glass material and are using ggx. ggx in my opinion doesnt like a pure 0 for roughness. having a small amount at .001 is better, and renders much cleaner.
I noticed the spheres were crashing through the floor plane and this could also lead to noise and poor shadows.
I modified your file to show a cleaner way of creating the room, and ensuring the spheres dont crash through the flooring.
hope this helps
I noticed the spheres were crashing through the floor plane and this could also lead to noise and poor shadows.
I modified your file to show a cleaner way of creating the room, and ensuring the spheres dont crash through the flooring.
hope this helps
Technical Discussion » Beep when render completes?
- sidenimjay
- 702 posts
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i can only get a popup window showing the sounds was executed….
if I use playwave pop.wav, I can get a sound to occur.
os.system(“playwave /usr/share/sounds/pop.wav”)
not sure if playwave is part of your linux install or not…but any shell based media player would work
if I use playwave pop.wav, I can get a sound to occur.
os.system(“playwave /usr/share/sounds/pop.wav”)
not sure if playwave is part of your linux install or not…but any shell based media player would work
Technical Discussion » Need Help - Custom Variable Mapping -addvariablename notwork
- sidenimjay
- 702 posts
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in h15 you really dont need the variable names any longer
instead of using the $NUM variable when the tutorial calls for it simply use the @num as you would in the wrangle
not sure if they broke something with addvariablename, but again its moot in h15
instead of using the $NUM variable when the tutorial calls for it simply use the @num as you would in the wrangle
not sure if they broke something with addvariablename, but again its moot in h15
Houdini Learning Materials » Houdini and Substance Painter
- sidenimjay
- 702 posts
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Houdini Learning Materials » Houdini and Substance Painter
- sidenimjay
- 702 posts
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I wrote a script that will take an obj file from houdini and create the mtl file needed by substance painter
place the shelf tool in your home houdini folder or documents houdini15 (win )
houdini15/toolbar
to use it:
group your geos into the material sets
use a material sop to set the materials
use a geometry rop to write it to an obj
select the rop and click the shelf tool
place the shelf tool in your home houdini folder or documents houdini15 (win )
houdini15/toolbar
to use it:
group your geos into the material sets
use a material sop to set the materials
use a geometry rop to write it to an obj
select the rop and click the shelf tool
SI Users » Batch render licensing - potential dealbreaker?
- sidenimjay
- 702 posts
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Ton ,
to render an existing ifd you do the following:
mantra -f ifdfilename.ifd
from a shell type :
mantra -h
to get a list of the options you can pass
to render an existing ifd you do the following:
mantra -f ifdfilename.ifd
from a shell type :
mantra -h
to get a list of the options you can pass
Technical Discussion » controlled burn
- sidenimjay
- 702 posts
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You were 99% there!
I just added a simple bounding object to the temperature sphere and used that to drive the resizer
I just added a simple bounding object to the temperature sphere and used that to drive the resizer
Technical Discussion » controlled burn
- sidenimjay
- 702 posts
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make a field called fuel, if you use the fluid source to do this dont add any temperature field to it
then make a separate field that is a sphere moving down the line of fuel and call it temperature, you may want to trail the sphere to keep the fuel burning
merge the temperature field with your fuel field in sops and pass that to the source fluid dop
ensure that your fuel ignition temperature is above 0
simulate
then make a separate field that is a sphere moving down the line of fuel and call it temperature, you may want to trail the sphere to keep the fuel burning
merge the temperature field with your fuel field in sops and pass that to the source fluid dop
ensure that your fuel ignition temperature is above 0
simulate
Technical Discussion » PBR Specular Roughness Noise
- sidenimjay
- 702 posts
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this is purely a motion blur related problem, and can only be fixed using pixel samples, AFAIK
if you set the min/max back to the defaults : 1, 9, .05
and set the pixel samples to 16x16, you will see a nice render in the specular
not sure if this is the ideal solution, or the only one…perhaps another user may have another option
if you set the min/max back to the defaults : 1, 9, .05
and set the pixel samples to 16x16, you will see a nice render in the specular
not sure if this is the ideal solution, or the only one…perhaps another user may have another option
Technical Discussion » PBR Specular Roughness Noise
- sidenimjay
- 702 posts
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have you tried using indirect sample limit? On the rendering/sampling tab:
Enable Indirect Sample Limits : On
Min indirect 2
Max indirect 9
indirect noise level : .01 or .001
this may help and you could possibly use a lower Pixel Sample Rate
This parameter can be used per object to only focus the sampling on the shader(s) that need it rather than the whole scene
Enable Indirect Sample Limits : On
Min indirect 2
Max indirect 9
indirect noise level : .01 or .001
this may help and you could possibly use a lower Pixel Sample Rate
This parameter can be used per object to only focus the sampling on the shader(s) that need it rather than the whole scene
Houdini Learning Materials » Liquid color from image ?
- sidenimjay
- 702 posts
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perhaps an attribTransfer sop that transfers the uvs from a grid that represents the canvas would do the trick
Houdini Indie and Apprentice » Split one group based on ... space between objects?
- sidenimjay
- 702 posts
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you can use the following in a group by Expression parm:
$BBX>.5
in this case it says any prim ( or point depending on mode ) that has an x position greater than the mid point of the bounding box will be grouped
then you can use the Combine tab to make the second group that is using the not equal button and selecting the first group
this would work for this case, but maybe not if you need multiple groups where only points within a tolerance of any direction are grouped together
$BBX>.5
in this case it says any prim ( or point depending on mode ) that has an x position greater than the mid point of the bounding box will be grouped
then you can use the Combine tab to make the second group that is using the not equal button and selecting the first group
this would work for this case, but maybe not if you need multiple groups where only points within a tolerance of any direction are grouped together
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