Hello everyone!
I recently made a setup to achieve magical smoke effect that orbits while moving.
I shaped and animated a bunch of points that move along a custom curve.
I want to make all those points orbit or twist around the original path (curve), something similar to curve force node for POP.
I'm having some difficulties making this happen with VEX.
I would appreciate your help.
Cheers;
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Technical Discussion » Orbit or twist points around a curve's tangents using VEX
- Abdelkrim
- 11 posts
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Houdini Indie and Apprentice » Smoke simulation Upres artifacts (blocs and rectangles)
- Abdelkrim
- 11 posts
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EnivobThanks for pointing this out.
That's the result of shredding and pushing your density shader too high.
Houdini Indie and Apprentice » Smoke simulation Upres artifacts (blocs and rectangles)
- Abdelkrim
- 11 posts
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I have set a low resolution smoke simulation using “Pyro Solver (Sparse)”. The desired shape of the smoke is obtained with “Voxel Size = 0.05” (relatively a low resolution).
When I increase or decrease the “Voxel Size” I get something unwanted.
When I increase the“Voxel Size”, the smoke expands more. When I decrease it the smoke contracts.
As you can see in the attached picture, the blocs and rectangles.
So I cached the simulation at that resolution (“Voxel Size = 0.05”), then I increased the resolution of the simulation, following this tutorial.
Sparse Pyro Upres, the easy way. [vimeo.com]
I increased the resolution of the simulation by setting the “Voxel Size = 0.02”.
I thought that after doing an “Upres” for the simulation this would get rid of those artifacts.
Well, the overall resolution of the simulation is increased however I still have some of the artifacts in the final render.
As you can see in the attached screenshot.
So how to get rid of those artifacts and obtain a smooth and clean smoke shape?
Thanks for your help.
When I increase or decrease the “Voxel Size” I get something unwanted.
When I increase the“Voxel Size”, the smoke expands more. When I decrease it the smoke contracts.
As you can see in the attached picture, the blocs and rectangles.
So I cached the simulation at that resolution (“Voxel Size = 0.05”), then I increased the resolution of the simulation, following this tutorial.
Sparse Pyro Upres, the easy way. [vimeo.com]
I increased the resolution of the simulation by setting the “Voxel Size = 0.02”.
I thought that after doing an “Upres” for the simulation this would get rid of those artifacts.
Well, the overall resolution of the simulation is increased however I still have some of the artifacts in the final render.
As you can see in the attached screenshot.
So how to get rid of those artifacts and obtain a smooth and clean smoke shape?
Thanks for your help.
Technical Discussion » COP: Export specific nodes into layers in the same file
- Abdelkrim
- 11 posts
- Offline
cpbThis is what I was needing, it works perfectly!
see attached,
use P in channelcopy, rename, repeat…
Thanks a lot for your help.
Edited by Abdelkrim - June 26, 2020 15:35:12
Technical Discussion » COP: Export specific nodes into layers in the same file
- Abdelkrim
- 11 posts
- Offline
My salutations;
I'm working on a small compositing project with Houdini Composite.
I have separated some objects by setting specific channels that were exported into an OpenEXR file.
I'm going to use this objects in After Affects, so I'd like to save all this objects into the same file by assigning each object to one layer with a format that supports layers (PSD, EXR, etc.) so I can avoid having to many files.
As you can see in the attached image, I want to export the result of each node in pink, to a layer in the output file.
In this example, the final file will have 5 layers named respectively (Layer_01, …, Layer_05).
So I'm wondering if is there a way to achieve this using Houdini COP nodes in a practical and fast way.
Thanks for putting the time to read this post.
I appreciate your help.
I'm working on a small compositing project with Houdini Composite.
I have separated some objects by setting specific channels that were exported into an OpenEXR file.
I'm going to use this objects in After Affects, so I'd like to save all this objects into the same file by assigning each object to one layer with a format that supports layers (PSD, EXR, etc.) so I can avoid having to many files.
As you can see in the attached image, I want to export the result of each node in pink, to a layer in the output file.
In this example, the final file will have 5 layers named respectively (Layer_01, …, Layer_05).
So I'm wondering if is there a way to achieve this using Houdini COP nodes in a practical and fast way.
Thanks for putting the time to read this post.
I appreciate your help.
Work in Progress » LPE expression to isolate one object indirect reflection
- Abdelkrim
- 11 posts
- Offline
tamteThis works perfectly!
looks like you have a typo in there, try this:lpe:C[GD]+'fins'L
Thanks a lot.
Work in Progress » LPE expression to isolate one object indirect reflection
- Abdelkrim
- 11 posts
- Offline
My salutations;
I have this rocket separated into basic geometry nodes in the scene and this is the final render.
My goal is to render the indirect reflection of each object of the rocket on the rest of the objects.
This is the indirect reflection of all the objects.
I have tried LPE (Light Path Expressions) to achieve this but this is my first time using LPE.
I'm a little bit confused about the syntax and different variables.
I have assigned an LPE Tag for each object in the scene.
I tried this expression "lpe:G+'fins'L" to isolate diffuse and glossy bounces of the fins (colored in red) but I get nothing (empty image) when I visualize that pass in Mplay.
So what's the right expression to isolate the indirect reflection of the red fines on the rest of the parts of the rocket?
Thank you for putting the time to read this post.
I really appreciate your help.
I have this rocket separated into basic geometry nodes in the scene and this is the final render.
My goal is to render the indirect reflection of each object of the rocket on the rest of the objects.
This is the indirect reflection of all the objects.
I have tried LPE (Light Path Expressions) to achieve this but this is my first time using LPE.
I'm a little bit confused about the syntax and different variables.
I have assigned an LPE Tag for each object in the scene.
I tried this expression "lpe:G+'fins'L" to isolate diffuse and glossy bounces of the fins (colored in red) but I get nothing (empty image) when I visualize that pass in Mplay.
So what's the right expression to isolate the indirect reflection of the red fines on the rest of the parts of the rocket?
Thank you for putting the time to read this post.
I really appreciate your help.
Edited by Abdelkrim - June 23, 2020 14:11:09
Houdini Indie and Apprentice » The equivalent of Curl Noise in the old Volume Source node
- Abdelkrim
- 11 posts
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Hello;
I'm wandering what is the equivalent of the Curl Noise in the old Volume Source node in the new Pyro workflow introduced in Houdini 17.
Or how to achieve the same effect given by the Curl Noise.
Thank you in advance.
I'm wandering what is the equivalent of the Curl Noise in the old Volume Source node in the new Pyro workflow introduced in Houdini 17.
Or how to achieve the same effect given by the Curl Noise.
Thank you in advance.
Houdini Indie and Apprentice » Houdini 17: get the same results given by fluidsource node
- Abdelkrim
- 11 posts
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I'm trying to replicate the same result given by “fluidsource” node in Houdini prior to 17 version.
I used the new work flow as you can see in this picture.
This the different settings of the nodes.
attribnoise
fluidsource
pyrosource
This are the results flip book.
Different result preview. [youtu.be]
The volume generated by the “fluidsource” is more noisy and sharp than the volume generated by the new method.
I guess the issue here is that the “fluidsource” node has more and different settings than the “attribnoise” node.
Is there a way to get the same (or similar) results using the new method of generating volumes. Or in other words add the same settings (Turbulence influence, Cell influence, Sharpness, Amplitude, Grain, Turbulence) that exist in the old “fluidsource” to the new volume generated by the new nodes introduced in Houdini 17.
(Element size and pulse duration already exist in the “attribnoise” node).
Thanks in advance.
I used the new work flow as you can see in this picture.
This the different settings of the nodes.
attribnoise
fluidsource
pyrosource
This are the results flip book.
Different result preview. [youtu.be]
The volume generated by the “fluidsource” is more noisy and sharp than the volume generated by the new method.
I guess the issue here is that the “fluidsource” node has more and different settings than the “attribnoise” node.
Is there a way to get the same (or similar) results using the new method of generating volumes. Or in other words add the same settings (Turbulence influence, Cell influence, Sharpness, Amplitude, Grain, Turbulence) that exist in the old “fluidsource” to the new volume generated by the new nodes introduced in Houdini 17.
(Element size and pulse duration already exist in the “attribnoise” node).
Thanks in advance.
Edited by Abdelkrim - Oct. 16, 2019 05:48:55
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