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Houdini Indie and Apprentice » Houdini Indie Update! 4K renders and multiple machine installs!
- Arkahtek Musicfilm
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It is amazing .. I can’t tell when’s the last time a company has listened to it’s customers and gave them more than they asked for .. Go side fx!
Work in Progress » How do i re-time a pyro explosion without changing the look of the sim
- Arkahtek Musicfilm
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Technical Discussion » How to retime a cached pyro sim using time blend and time warp without getting the strobing effect
- Arkahtek Musicfilm
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Technical Discussion » How to retime a cached pyro sim using time blend and time warp without getting the strobing effect
- Arkahtek Musicfilm
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hey ginodauri.Thanks for the reply. i've done that as well..writing out the cache files with $FF. It still gives that strobing effect. In the global animation parameter in the box labeled step i've even took the substep down to match the substeps i used in dops for example if i sub stepped by 4 i put 0.25 in the step box after unchecking integer frames. i'm at my wits end here.
Technical Discussion » How to retime a cached pyro sim using time blend and time warp without getting the strobing effect
- Arkahtek Musicfilm
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hi guys can someone please help me with this..how can i retime my cached pyro sim using time blend and time warp. in my pyro import node inside my timewarp sop i'm retiming from 48 frames to 480 frames. i get this strobing and color change nearly every frame. omg my auto dos node i tried substeppping 2 /4 /and then 10. I took off integer frames in the global animation section, still i get strobing? Can anyone help with this?
Technical Discussion » Retiming Nuclear pyro explosion in houdini
- Arkahtek Musicfilm
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Technical Discussion » Retiming Nuclear pyro explosion in houdini
- Arkahtek Musicfilm
- 69 posts
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hi guys, i really need help in figuring out how to properly retime a cached sim. When i play back the sim after retiming it, i get a strobing type of effect. The colors of my explosion change on every frame. This is what i did. I cached a sim out using $FF.bgeo. I changed the substeps on the autodop network to 10. Then in the global animation menu i unchecked integer frames and i set the step box to .10 In my pyro import network i bought in my .bgeo files into a file sop, then underneath that i dropped down a timeblend then under that a timewarp node. The original frames for the .bgeo sequence is 48 frames. I'm trying to stretch/slow it down to 480 frames. so in the time warp node i added the original sequence of frames 1 - 48, then in the box below that i added my desired sequence of frames 1 - 480.
What am i doing wrong here?
Even when using time shift and I add $FF/10, to match the sub steps on the autodop network it doesn't strobe anymore but it just looks like it's jumping frames when I view it in the view port or flip book
i added my hip file below without any retiming.
What am i doing wrong here?
Even when using time shift and I add $FF/10, to match the sub steps on the autodop network it doesn't strobe anymore but it just looks like it's jumping frames when I view it in the view port or flip book
i added my hip file below without any retiming.
Edited by Arkahtek Musicfilm - July 30, 2016 00:00:55
Work in Progress » How do i re-time a pyro explosion without changing the look of the sim
- Arkahtek Musicfilm
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hey guys after my last post on asking for help on how to up -res my sim i decided to rebuild it from scratch with higher resolution. Now i'm trying to retime the sim to slow down the nuke explosion. i tried time scale. but it changes the look of the sim. i've never used time shift or time blend nodes, can someone please explain to me where in the autodop network from the screenshot below i would put those nodes and at what setting i should start with. Thanks
Edited by Arkahtek Musicfilm - July 21, 2016 11:41:26
Work in Progress » How to increase voxels or resolution of a pyro sim without changing the look of the sim.
- Arkahtek Musicfilm
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Work in Progress » How to increase voxels or resolution of a pyro sim without changing the look of the sim.
- Arkahtek Musicfilm
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I need a walk thru of this..i tried looking for a Tut on UP - resing cache files but they're from houdini 10.
Work in Progress » How to increase voxels or resolution of a pyro sim without changing the look of the sim.
- Arkahtek Musicfilm
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Work in Progress » How to increase voxels or resolution of a pyro sim without changing the look of the sim.
- Arkahtek Musicfilm
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Thank you that helps henrik moving forward I will keep those things in mind. I never used the upres tools before, I'll try to find a tutorial on a workflow to add to my sim.
Technical Discussion » Pyro Gas Up Res
- Arkahtek Musicfilm
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Work in Progress » How to increase voxels or resolution of a pyro sim without changing the look of the sim.
- Arkahtek Musicfilm
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hi guys I'm trying to increase the resolution of my pyro sim without changing the look of the sim. Every time i increase the voxels/resolution from 0.1 to 0.05, the pyro Nuke “stalk” starts bending to the left. When i change it back to 0.1 it goes straight up like its supposed too. I tried to increase the viscosity in the pyro solver in the NUKE SECTION "( I labeled it ). It works to some degree, but it decreases the confinement and just makes it look to smooth. You'll see it when you guys dive into the Dop network. Can you guys give me some pointers or help on how to raise the resolution without changing the look of the sim? All i did with this sim really was use the shelf tools and key framed the velocity, temperature scale, in the pyro node etc..
Work in Progress » Creating Smoke Trails from exploding Debris
- Arkahtek Musicfilm
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i really need help creating smoke trails from chunks of debris ejecting from an explosion. i'm getting smoke trails but its not connecting all the way so its looking like a broken smoke trail so to speak. I have the .hip file with notes. i'm nearly finished with this project. All i really need is to get a decent looking smoke trail emitting from the debris. I started this project not having a clue about what i was doing. I read some of the houdini manual on what different nodes do in the simulation i was trying to create as well as I searched the internet and took bits and pieces of info from multiple tutorials to get me this far. i posted here before but didn't receive any replies. i hope someone can help me this time around.
Houdini Learning Materials » Making an explosion that emits debris, using POPS
- Arkahtek Musicfilm
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Houdini Learning Materials » Making an explosion that emits debris, using POPS
- Arkahtek Musicfilm
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hi guys, i need Help making an explosion that emits debris or smoke plumes coming from the explosion using POPS,similar to the video below. can someone give me pointers, i'm ok at creating an explosion and shading it, but i've never used Paticles before to drive that debris or smoke plumes that fly out of the explosion. The file below is my first attempt at trying to create the smoke plumes ejecting from an explosion like the video below. can someone please give me pointers. Thanks
Work in Progress » Nuclear explosion,can someone help me, pic and file included
- Arkahtek Musicfilm
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Thanks brother..That funnel would be separate simulation..but now i'd have to figure out how to do that …maybe i can play this simulation off as the tail end of a mature nuke after the funnel dissipates so i don't have to add that funnel
Work in Progress » Nuclear explosion,can someone help me, pic and file included
- Arkahtek Musicfilm
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Work in Progress » Dusty helicopter landing
- Arkahtek Musicfilm
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Hey Carlo are you talking about the original poster's heli dust or mine? If it's mine yes I definitely see what you're saying ..it should move a little faster and it could use a little velocity moving outwards I'll work that. Thanks glad you like the integration ..I'm more of a compositor than a VFX artist I'm still learning Houdini.
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