John Feathered
Feathered
About Me
I like light weight setups that are responsive.
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Connect
LOCATION
United States
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Light Sampling Issue (Mantra) Feb. 3, 2020, 8:38 p.m.
SOLVED: It's not a light, its not a sample. ITS FOAM.
When writing out the spectra and you're not using the foam, turn it off.
Turns out those circles are gigantic, I mean impossible to recognize as such foam particles.
When writing out the spectra and you're not using the foam, turn it off.
Turns out those circles are gigantic, I mean impossible to recognize as such foam particles.
Light Sampling Issue (Mantra) Feb. 3, 2020, 8:03 p.m.
X-post from Odforce
https://forums.odforce.net/topic/44865-light-sampling-issue-mantra/ [forums.odforce.net]
Quick question.
This is the diffuse AOV from a render using nothing but a distant light.
To give you an idea, this scene is rather large. The geometry in this scene is a ocean volume and a plane. I have removed the displacement map from the material to isolate this as much as possible. I can not for the life of me find what sampling quality I'm missing here.
Does anyone recognize this kind of circle pattern coming from the light?
https://forums.odforce.net/topic/44865-light-sampling-issue-mantra/ [forums.odforce.net]
Quick question.
This is the diffuse AOV from a render using nothing but a distant light.
To give you an idea, this scene is rather large. The geometry in this scene is a ocean volume and a plane. I have removed the displacement map from the material to isolate this as much as possible. I can not for the life of me find what sampling quality I'm missing here.
Does anyone recognize this kind of circle pattern coming from the light?
Odforce CrossPost - Hard Constraints Stretching Past RestLen Oct. 29, 2019, 9:07 p.m.
Thanks Tomas,
Did not know that's how bullet treats the glued objects, that makes a lot of sense actually.
If pieces connected by springs are treated as separated masses I could use them instead and once they exceed a rest length just remove the primitives but then there's still the issue of needing to keep the other pieces together and not all jittering around.
It's almost like I needs a reference sim held together with springs that when they would exceed their rest length actually blasts both that spring and a glue primitive in the main sim. Dunno if I can make that work but might as well try.
tamte
they are seen by bullet as a single compound object with a single center of mass
Did not know that's how bullet treats the glued objects, that makes a lot of sense actually.
If pieces connected by springs are treated as separated masses I could use them instead and once they exceed a rest length just remove the primitives but then there's still the issue of needing to keep the other pieces together and not all jittering around.
It's almost like I needs a reference sim held together with springs that when they would exceed their rest length actually blasts both that spring and a glue primitive in the main sim. Dunno if I can make that work but might as well try.