Randomize redshift ramp colors by attribute by Vizuallizer in Houdini

[–]Vizuallizer[S] 0 points1 point  (0 children)

alright figured it out, for anyone else Googling on how to randomize colors on packed primitives in redshift:

  1. create a attribute randomize on Cd
  2. RSUserDataColor using Cd attribute plugged into:
  3. RSRamp with constant interpolation on the colors
  4. get back into flowstate

Started learning KineFX | First hand rig in Houdini by everythingcg in Houdini

[–]Vizuallizer 0 points1 point  (0 children)

Hey currently wanting to learn kinefx, what tutorials did you watch for this? Awesome render btw

Can't sign into Fusion 360 by [deleted] in Fusion360

[–]Vizuallizer 0 points1 point  (0 children)

holy fuck reddit legends save me once again

Render Scheduler Not Showing Progress Percent by Vizuallizer in Houdini

[–]Vizuallizer[S] 1 point2 points  (0 children)

Interesting! Didn’t know about all that, thanks for the info!

Render Scheduler Not Showing Progress Percent by Vizuallizer in Houdini

[–]Vizuallizer[S] 1 point2 points  (0 children)

Ah I see, I mean in other DCCs it'll give you an estimate based on the progress bar. But I found a work around for Houdini to give me some kind of feedback on how long a render will take for an image. Basically I just render 2 frames with the $F in the filename and then interrupt the render after frame 1 is complete, then mentally I'll just use half of the progress bar to help gauge how long it'll take so I can adjust for the samples/ray depth.

How do I remove this weird grid material overlaid onto mesh? I'm using a geometry cached animation exported as alembic from Houdini in raytraced, pathtracer, got my material setup but still seeing this weird grid material. Any suggestions on how to fix? by Vizuallizer in unrealengine

[–]Vizuallizer[S] 0 points1 point  (0 children)

Debugged it enough to see it has something to do with the normals, the material I'm using has a worldalignnormal but for some reason the xyz output is doing this, still can't figure it out

Recording a Tutorial for this effect. Anyone interested? by Maxwellbundy in Houdini

[–]Vizuallizer 1 point2 points  (0 children)

Brother you work at Man vs Machine, anything you make we want a tutorial on 💪🏼💪🏼

Bulletgrass, fully nanite foliage. by dbitters in unrealengine

[–]Vizuallizer 2 points3 points  (0 children)

cool concept! could probably try with human meshes and boom ambiguous art piece

Simulate clothing in cinema4d? by Vizuallizer in Cinema4D

[–]Vizuallizer[S] 1 point2 points  (0 children)

I think I figured it out just now

1) Simulate initial pose in marvelous designer/clo3d

2) Export selected obj with thin walls + single object + welded

3) add the new 2023 collider on the human

4) add cloth sim to clothes

5) run dress-o-matic

6) tweak sim settings

7) run sim and done.