Hello. I've been trying to understand cops more lately and seem ran into a bit of a problem. I want to render out an object and change it's color in cops(in this case a white sphere to a blue sphere). This seems to work when the diffuse limit is 0, but when I raise it, the color looks a slightly different. Can anyone help me understand why this is happening and how to fix it? Thank you.
Here is an image of the object rendered out with a blue material
Here is an image of the same object rendered out with a white material but edited in cops
and here is the hip file
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Houdini Indie and Apprentice » Changing color in cops
- flamingBurrit0
- 9 posts
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Houdini Indie and Apprentice » Problem with dual rest solver vop
- flamingBurrit0
- 9 posts
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Hello, I've been studying this webinar on flip fluids and seem to have run into a bit of a problem.
https://youtu.be/Q62_p_rlZKM?t=1h16m31s [youtu.be]
Whenever I try using the dual rest solver vop to create uvs, nothing seems to happen. No matter what parameters I adjust, the uvs just end up at 0. I even downloaded the example files and the method still doesn't seem to do anything. Has the workflow for this type of thing changed since this webinar was created or am I just missing something obvious? Thank you.
https://youtu.be/Q62_p_rlZKM?t=1h16m31s [youtu.be]
Whenever I try using the dual rest solver vop to create uvs, nothing seems to happen. No matter what parameters I adjust, the uvs just end up at 0. I even downloaded the example files and the method still doesn't seem to do anything. Has the workflow for this type of thing changed since this webinar was created or am I just missing something obvious? Thank you.
Houdini Indie and Apprentice » Pool Fire
- flamingBurrit0
- 9 posts
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Hello,
I've been watching a lot of fire videos lately and I came across a particularly interesting one a few days ago.
https://vimeo.com/96590155#t=292s [vimeo.com]
I was really interested in the pool fires that are shown at roughly 4:52 - 5:40, but I'm kind of at a loss for how to even begin making something similar. I assume that I would want to animate the fuel source and gas release to create the puffing look, but I'm not really sure of the best way to make the fire get sucked in toward the center. Does anyone have any ideas for a way to approach something like this? Thank you.
I've been watching a lot of fire videos lately and I came across a particularly interesting one a few days ago.
https://vimeo.com/96590155#t=292s [vimeo.com]
I was really interested in the pool fires that are shown at roughly 4:52 - 5:40, but I'm kind of at a loss for how to even begin making something similar. I assume that I would want to animate the fuel source and gas release to create the puffing look, but I'm not really sure of the best way to make the fire get sucked in toward the center. Does anyone have any ideas for a way to approach something like this? Thank you.
Houdini Indie and Apprentice » General learning advise -Pyro
- flamingBurrit0
- 9 posts
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Awesome! Again, thank you so much for the help! Ill be sure to work around with what you gave me.
There's something else that I've been kind of wondering lately. Is this type of effect not a good idea for someone like me who is newish to pyro? I seem to have a bad habit of judging how difficult certain effects are to create when I'm just starting out.
There's something else that I've been kind of wondering lately. Is this type of effect not a good idea for someone like me who is newish to pyro? I seem to have a bad habit of judging how difficult certain effects are to create when I'm just starting out.
Houdini Indie and Apprentice » General learning advise -Pyro
- flamingBurrit0
- 9 posts
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Thank you very much for the advice and all of the information!I took another look at Peter Quint's videos and they were very helpful!
Unfortunately I still don't think I'm any closer to achieving the look that I want. Sometimes I feel like I'm getting close… but as soon as I start lowering the division size on my fire it comes out looking weird and often kind of stringy.
I've included a file of one of my many attempts. I tried to stay as simple as I possible could.
Also, This is kind of the look that I'm going for right now.
https://youtu.be/pEVl8R9Q9EM [youtu.be]
I'm not trying to create a fire ball or anything explosive like that yet, just a pan of flaming grease.
Thank you again for the help and to anyone who can help me figure this out!
Unfortunately I still don't think I'm any closer to achieving the look that I want. Sometimes I feel like I'm getting close… but as soon as I start lowering the division size on my fire it comes out looking weird and often kind of stringy.
I've included a file of one of my many attempts. I tried to stay as simple as I possible could.
Also, This is kind of the look that I'm going for right now.
https://youtu.be/pEVl8R9Q9EM [youtu.be]
I'm not trying to create a fire ball or anything explosive like that yet, just a pan of flaming grease.
Thank you again for the help and to anyone who can help me figure this out!
Edited by flamingBurrit0 - July 15, 2017 19:28:21
Houdini Indie and Apprentice » General learning advise -Pyro
- flamingBurrit0
- 9 posts
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Hello everyone.
I've been using Houdini for about two years now and have been greatly enjoying it. However, I seem to have hit a brick wall awhile ago that I just can't seem to get past. Primarily, in effects department.
Right now, I'm attempting for the second time to wrap my head around the Pyro solver, but I just cant seem to make any real progress. I've viewed and worked along with every tutorial I could find about the subject matter, but the second I try anything on my own it just… turns into a complete mess. I'm trying to start out with very simple things(such as a torch or pan fire)but for the life of me I just cannot shape the fire correctly or make it look anything like my references. I've studied each parameter and have developed a basic understanding of what each does. The general workflow and the process of putting all of this information together seems to be whats giving me the most trouble. Right now I don't feel like I'm improving at all, and simply spending more and more time on it doesn't seem to really be doing anything.
I understand that truly grasping this kind of thing takes a long time and I don't expect to become a master overnight. The main thing is that I just don't feel like I'm really making any progress at all or getting any better. It's like I'm missing something vital.
So, I guess my question is, for to those of you have developed an understanding for the Pyro solver,fire effects or really even effects in general, how did you start out learning? What did you do if you felt stuck? Is there any general advise that you can to a noob like me who has trouble seeing the forest for the trees?
Thank you very much for any help that you can give me.
I've been using Houdini for about two years now and have been greatly enjoying it. However, I seem to have hit a brick wall awhile ago that I just can't seem to get past. Primarily, in effects department.
Right now, I'm attempting for the second time to wrap my head around the Pyro solver, but I just cant seem to make any real progress. I've viewed and worked along with every tutorial I could find about the subject matter, but the second I try anything on my own it just… turns into a complete mess. I'm trying to start out with very simple things(such as a torch or pan fire)but for the life of me I just cannot shape the fire correctly or make it look anything like my references. I've studied each parameter and have developed a basic understanding of what each does. The general workflow and the process of putting all of this information together seems to be whats giving me the most trouble. Right now I don't feel like I'm improving at all, and simply spending more and more time on it doesn't seem to really be doing anything.
I understand that truly grasping this kind of thing takes a long time and I don't expect to become a master overnight. The main thing is that I just don't feel like I'm really making any progress at all or getting any better. It's like I'm missing something vital.
So, I guess my question is, for to those of you have developed an understanding for the Pyro solver,fire effects or really even effects in general, how did you start out learning? What did you do if you felt stuck? Is there any general advise that you can to a noob like me who has trouble seeing the forest for the trees?
Thank you very much for any help that you can give me.
Houdini Indie and Apprentice » vex to vops - continue function
- flamingBurrit0
- 9 posts
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Hello everyone.
I've been spending quite a bit of time lately trying to wrap my head around vex and vops. For the most part I'm creating simple tests in an attribute wrangle node, which I then attempt to recreate in an attribute vop node. Unfortunately, i'm quickly finding out that translating vex to vops isn't always easy. One vex function that I can't seem to easily recreate in vops is “continue;” Is there an alternate method in vops for telling a loop to move to the next iteration if a certain condition is met?
Thank you
I've been spending quite a bit of time lately trying to wrap my head around vex and vops. For the most part I'm creating simple tests in an attribute wrangle node, which I then attempt to recreate in an attribute vop node. Unfortunately, i'm quickly finding out that translating vex to vops isn't always easy. One vex function that I can't seem to easily recreate in vops is “continue;” Is there an alternate method in vops for telling a loop to move to the next iteration if a certain condition is met?
Thank you
Houdini Indie and Apprentice » Trouble simulating small scale flip fluids
- flamingBurrit0
- 9 posts
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Thank you for the reply! Yes, I have tried a number of other solutions, but none seem to really work. I've actually gone through that thread before. Increasing the thickness of my collision geometry allowed me to reduce my substeps and simulation time(which is great!). However, now when fluid splashes out of the glass it collides with with the outside of the thicker walls.
Houdini Indie and Apprentice » Trouble simulating small scale flip fluids
- flamingBurrit0
- 9 posts
- Offline
Hello,
I’m a fairly new to Houdini and so far I really love it. However, I’m having a bit of trouble with flip fluids and can’t seem to find a good solution.
I’ve been trying to experiment with some fairly simple(or at least I thought would be simple!) simulations. In this case, emitting a stream of liquid into a glass. In order to keep it as realistic as possible, I scaled the glass and flip fluid emitter to about how big they would be in real life. This seems to cause a number of problems that I can’t seem to work around.
To get the fluid to appear at all, I had to scale down the particle separation pretty low. Additionally, every time that I try to run the simulation, my computer runs out of memory and the scene crashes. I get the feeling that I’m missing something or going about this the wrong way. I’ve spent about the last week searching forum posts and videos trying to a good way to simulate small scale fluids like this, but have had little success. A few people recommended using the sph solver, but I haven’t had any luck finding it yet. Does anyone here have an idea about how I should approach this time of simulation or know of any good tutorials that demonstrate it?
I’m a fairly new to Houdini and so far I really love it. However, I’m having a bit of trouble with flip fluids and can’t seem to find a good solution.
I’ve been trying to experiment with some fairly simple(or at least I thought would be simple!) simulations. In this case, emitting a stream of liquid into a glass. In order to keep it as realistic as possible, I scaled the glass and flip fluid emitter to about how big they would be in real life. This seems to cause a number of problems that I can’t seem to work around.
To get the fluid to appear at all, I had to scale down the particle separation pretty low. Additionally, every time that I try to run the simulation, my computer runs out of memory and the scene crashes. I get the feeling that I’m missing something or going about this the wrong way. I’ve spent about the last week searching forum posts and videos trying to a good way to simulate small scale fluids like this, but have had little success. A few people recommended using the sph solver, but I haven’t had any luck finding it yet. Does anyone here have an idea about how I should approach this time of simulation or know of any good tutorials that demonstrate it?
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