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Quixel Bridge / Houdini Live Link Integration Jan. 30, 2019, 4:31 p.m.

Sorry for late answers but,

Can anyone explain how you scatter using paint?
I know you have to type some code in the wrangle but mine isn't working.

As Rob pointed out there is a example file at the start of the thread but a short explenation is that I just put a wrangle node after the paint generally and type in:
f@density = v@Cd.r;
Since the scattering is all based on the density attribute and white color = 1 means density = 1 etc.

Is it possible to add a material Live Link for Render Man in Houdini?
Everything is possible, currently there is no plan for it but I would suggest to perhaps report it through their help system so it gets logged in the proper databases etc. I will however also mention it

Here is that page: []

(Games), Principal VFX Artist - Neon Giant - Uppsala, Sweden Jan. 21, 2019, 5:23 a.m.

Thought I'd post this here since Houdini obviously is a big plus and I would love to have someone to banter Houdini with

Principal VFX Artist

Responsibilities include creating, owning and implementing all VFX-related content, from generating source textures and creating materials to implementing dramatic set-pieces and in-game events. A large focus will be on creating VFX that complement and communicate gameplay actions and interactions, atmospherics and ambient VFX, post process for gameplay, UI and cinematics, and destruction with both real-time physics and simulations. []

Quixel Bridge / Houdini Live Link Integration Jan. 2, 2019, 6:42 a.m.

@efxlab, So in all that text I also read “works fine” so does that mean it works fine ? warnings are just warnings shouldn't cause any issues and yes it's for the upcomming wind things.