EZiniT .

EZiniT

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London, United Kingdom
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Houdini Engine

ADVANCED
プロシージャルワークフロー  | Environments  | Digital Assets  | キャラクタ & アニメーション  | Motion Editing  | Animation  | Hair & Fur  | Cloth  | Crowds  | Muscles  | Solaris  | Mantra  | Karma  | Lighting  | Pyro FX  | Fluids  | 説明  | Realtime FX  | PDG  | VEX

Availability

I am available for Freelance Work

Recent Forum Posts

Control Particle Collision Relationships 2025年12月1日7:21

Hi,

This is one method using the string attribute on particles called "collisionignore" with a pop wrangle.... just put the name of the object in the string and set it on whatever particles you want to avoid the collision.....if you want to avoid multiple objects group them together with a "group dynamic node".

The Solver will still register the collision hits though, unless manually turned off and built yourself if required.


Cheers!

Noisy Render with MPM 2025年11月26日23:01

That looks really great apart from obviously the slight flickering

Have you tried rendering without the denoiser just out of curiosity to see if that is the cause?


If so in many render engines there is an option for "static noise" which really helps when denoising is being used.

As far as I am aware Karma doesn't have this as an option on the interface BUT it can be achieved by setting
"husk -- lock-random 0" on the render command parameter of the USD render rop.


https://www.youtube.com/watch?v=0xEdN3q_f4I [www.youtube.com]

Breaking Geometry Into Rectangles 2025年11月21日14:31

Hi Faraz,

Two slightly different methods for you to check out.

Depending on the output required.....the boolean works well if you need to break apart the geometry at the end into completely separate pieces....the clip version is faster but in this case just adds the edges.

The for loops may appear a little confusing at first, basically they run over one separate "piece" of geo at a time, then run over each point in that piece and chops it up by positioning the cutting plane at the location of each point.



Cheers!






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