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Found 16 posts.

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Houdini Indie and Apprentice » Is there a way to reset all simulations via keyboard hotkey?

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Shiv Dholakia
16 posts
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 July 25, 2022 01:56:52
dmitry_miller
Good day.

By default you can "CTRL + LMB" on the "Brain" icon and it will reset all simulations. But I can't find a way to achieve this result via keyboard hotkey. The keyboard hotkey would be much more convenient than aiming every time on the Brain icon.

There is the "Reset simulations" action in the Hotkey Manager but it doesn't do the same as "CTRL + LMB on the Brain icon". (by the way I wasn't be able to find out what this action is doing really)

Thank you.

Thanks a lot, this is very helpful!
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Technical Discussion » Cannon Fire - Match Reference and Quality / Quantity of Smoke

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Shiv Dholakia
16 posts
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 May 3, 2019 23:12:44
I am having a really tough time matching the reference of cannon firing from an old pirate ship. I am not able to get the smoke quality and shape or the wind that picks it up.

My sim always ends up looking too powdery or thick. If I lower dissipation then the fire or explosive part remains too long.

I would be grateful for a working scene file or a setup.

https://youtu.be/uL0324ZLTDA [youtu.be]

https://youtu.be/sB3cdsQC1Hc [youtu.be]
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Houdini Indie and Apprentice » Creating a Tire Spray from a Wetmap!!!

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Shiv Dholakia
16 posts
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 July 18, 2017 19:21:53
Enivob
I rebuilt the scene using your car geometry and the points you generated from the tire. I took the shelf tool approach instead of placing everything in one node. You can use the Y Variance on the PopSource to cause the particles to kick up a little higher. Adjust particle life to determine the length of the trail.

Thanks so much, I greatly appreciate it and am grateful for all your help!

This FX task is now solved.

I used attributeFromMap node in conjunction with scatter and delete nodes to generate a grid of points from the white colored areas of the UV map and deleted the non-white points using a range expression.

The result is now it only splashes where there are white points.
Edited by Shiv Dholakia - July 18, 2017 19:30:24
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Houdini Indie and Apprentice » Creating a Tire Spray from a Wetmap!!!

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Shiv Dholakia
16 posts
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 July 16, 2017 21:47:14
Posted another update above with new scene file.
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Houdini Indie and Apprentice » Creating a Tire Spray from a Wetmap!!!

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Shiv Dholakia
16 posts
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 July 16, 2017 18:07:03
Enivob
Check out this thread on OdForum. You can also search there for more tire based efffects. You may have to become a user to download the example files.

http://forums.odforce.net/topic/27279-particles-behind-car-tires/#comment-157806 [forums.odforce.net]

Thanks a lot for pointing me to the right direction, I appreciate it!

While this is really helpful, it doesn't solve the issue of emitting only on the white(puddle) areas of the wetmap. I want a transition of the spray to no p=or less spray from the white to black areas of the wetmap.

The other issue I am having is right now the spray particles move with the car as if they were parented to it.

Not sure how to isolate the particle transform with that of the car's. The car is getting animated on a path at scene level.

Attaching a new scene file with this problem.

Thanks again!
Edited by Shiv Dholakia - July 17, 2017 14:11:13
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Houdini Indie and Apprentice » Creating a Tire Spray from a Wetmap!!!

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Shiv Dholakia
16 posts
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 July 16, 2017 01:42:25
Just pinging to get this sorted out by anybody here. Thanks!
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Technical Discussion » Explode an Astertoid Outwards with Energy!!!

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Shiv Dholakia
16 posts
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 July 15, 2017 00:16:46
sepu
Here you go.

Thanks a lot, I greatly appreciate it!

So you basically added a pop axis force. I was trying to add velocities at the SOP level using a trail sop and vop sop but for some reason they weren't working.
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Technical Discussion » Explode an Astertoid Outwards with Energy!!!

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Shiv Dholakia
16 posts
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 July 14, 2017 18:51:17
sepu
You could either apply you v in SOPs and bring into DOPs or you could apply different POP forces to get what you want for example POPAxisforce.

Is something like this what you are looking for?

Yes, that's exactly what I am looking for. Please could you share the scene file? Using my scene file as an example would be a bonus.

I greatly appreciate it!
Edited by Shiv Dholakia - July 14, 2017 18:52:37
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Houdini Indie and Apprentice » Creating a Tire Spray from a Wetmap!!!

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Shiv Dholakia
16 posts
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 July 14, 2017 17:32:16
Hi,

Please could someone help me with a practical example and a scene file?

My scene file is appended above.

I don't know how to transfer the color to a grid of points and use them as particle emission.

I am a very new user.

Regards,
Shiv

—-
Edited by Shiv Dholakia - July 15, 2017 06:06:53
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Houdini Indie and Apprentice » Creating a Houdini Clock!!!

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Shiv Dholakia
16 posts
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 July 13, 2017 14:12:48
ndickson
No worries! Most relatively new users aren't brave enough to jump right into using Attribute Wrangle, though it is pretty handy.

Thanks for being so nice and kind and knowledgeable.

The Attribute Wrangle node is a really handy node indeed.
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Technical Discussion » Explode an Astertoid Outwards with Energy!!!

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Shiv Dholakia
16 posts
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 July 13, 2017 14:07:21
Enivob
One quick way to do an explosion outwards is to drop down an ExplodedView right after your fracture. Then you can just animate the amount to cause the pieces to move outward, no simulation needed.

Asking for an energy ball is kind of like going to a restaurant and asking for food. Give me food.

You may want to do a search using the term “shockwave”. There are a few examples on exploding centers that then emit outwards.

Hi,

Thanks for the response, I greatly appreciate it!

I was not asking for an energy ball. Just wanted somebody to point me in the right direction.

Here is my progress on the asteroid attached as a HIP file. As you can see I am not asking for food in a restaurant.

Anyways, I have created multiple directed fractures using Voronoi and converted the asteroid to an RBD fractured object.

I just have to have them explode outwards. I do have an exploded view node.

Regards,
Shiv

—-
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Houdini Indie and Apprentice » Creating a Tire Spray from a Wetmap!!!

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Shiv Dholakia
16 posts
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 July 13, 2017 10:17:48
Enivob
You can use an AttributeFromMap node to transfer the color from the image to a grid of points. Follow that up with a Delete that keeps only white points. Then you will have a set of points that match your map and can be used for particle emission.

Thanks a lot for the response, it is much appreciated!

I am attaching a scene file and the wet-map, please could you show me a practical working example using it?

I am a relatively new Houdini user.

Thank you, I would be very grateful.

Regards,
Shiv

—-
Edited by Shiv Dholakia - July 13, 2017 14:15:04
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Houdini Indie and Apprentice » Creating a Tire Spray from a Wetmap!!!

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Shiv Dholakia
16 posts
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 July 13, 2017 01:16:42
Hi There,

I am trying to create a tire spray from a proxy vehicle that is rolling over a ground plane.

I have to use a wetmap(white is puddles, black is dry).

Please could you help me?

Thanks!

Regards,
Shiv

—-
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Houdini Indie and Apprentice » Creating a Houdini Clock!!!

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Shiv Dholakia
16 posts
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 July 13, 2017 01:12:13
ndickson
Could you post a HIP file?

It may be as simple as changing something like:

i@number = @ptnum+1;

to something like:

i@number = 12-@ptnum;

Yes, that did it. Sorry, I am a relatively new Houdini user so I was having trouble figuring it out.

Thanks a lot, much appreciated!
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Houdini Indie and Apprentice » Creating a Houdini Clock!!!

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Shiv Dholakia
16 posts
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 July 12, 2017 21:40:29
Hi There,

I have been trying to create a Houdini clock with numbers, dashes(big and small) as well as compute animation for the second, minute and the hour hands via expressions.

I have got pretty much everything except the numbers on the clock appear in the reverse order.

I am using a circle with the attribute wrangle to compute numbers increasing in the ascending order based on points of a circle but unfortunately they appear in the reverse. I thought of reversing the U and V in the circle to reverse the numbers but nothing happens.

Please help. Thank you.

Regards,
Shiv

—-
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Technical Discussion » Explode an Astertoid Outwards with Energy!!!

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Shiv Dholakia
16 posts
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 July 12, 2017 21:31:26
Hi There,

I have an asteroid FBX object that I converted to polygons that gets hit by a beam of light from the sky, at which point it energizes and explodes outwards with energy.

I have done multiple directed fractures using voronoi and I converted the asteroid object to RBD fractures with packed prims.

I want it to explode outwards with force. Do I have to compute velocity for the original asteroid object using a trail sop. Or do I add velocity to the original object using a vop sop?

Also, I have to create an energy ball that explodes outwards too. Can someone point me in the right direction?

Can someone please make an example scene file? I would be very grateful.

Please advise. Thank you.

Regards,
Shiv
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