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Work in Progress » Advice needed on how to improve this scene.
- Sneil
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Hmm it's interesting you observe that as that is sort of the them of the channel anyway. What I am doing is building miniature terrain models of various kinds for different sorts of table top gaming as well as eventually getting into model train scenery. So in a sense that sort of fits for those who come with that understanding to the channel and perhaps makes the scene a little more “model like.”. But, never the less, an interesting observation and I might try playing around with the scale of the fluid some more.
Edited by Sneil - Nov. 24, 2017 07:16:09
Work in Progress » Advice needed on how to improve this scene.
- Sneil
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Thanks for the tips! Might give the moving foliage a go but this literally took about a month to render out on my Ryzen 1700. So I was hoping for something to add to the current render like fog effects etc using after effects or changing the background in some way. I like the bird idea, I could add that in the the current render I'm sure easily enough.
Edited by Sneil - Nov. 22, 2017 11:53:04
Work in Progress » Advice needed on how to improve this scene.
- Sneil
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I created this scene as an intro to a YouTube channel I am creating and would like some advice or suggestions on how to improve things in post. As it is now, after the render things seem a bit bland and I'm having issues on how to blend it all in together better with the backdrop. A couple examples that could improve things would be highly appreciated as my experience with editing in post is non existent. Thanks very much!
https://m.youtube.com/watch?v=FrdHwFfbsAM [m.youtube.com]
https://m.youtube.com/watch?v=FrdHwFfbsAM [m.youtube.com]
Edited by Sneil - Nov. 21, 2017 13:30:27
Houdini Indie and Apprentice » Mist Sink not working.
- Sneil
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Houdini Indie and Apprentice » Mist Sink not working.
- Sneil
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I am unable to get my mist particles deleted upon hitting my sink object. Are there any particular setting I need to set within the sink object to get it to eliminate the particles? There isn't much for documentation I can find to get this figured out. As you can see my mist just gathers at the bottom of my waterfall and doesn't disappear. The bounding box for the FLIP Fluid and whitewater in the Autodop network doesn't eliminate the Mist like it does for the other two simulations which would be nice if I could get that to effect the mist in the same way. I added a grid object and turned it into a sink for the mist but it's not doing anything.
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
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I looked at your file and there is quite a lot going on in there that is now unnecessary since Houdini 12. I dont have a mic to make a tutorial right now which I think would be the quickest and easiest thing to do, but I'm working on a basic file for whitewater with notes inside demonstrating each step. The key to making it look nice has a lot to do with scale using Particle Separation and particle Radius Scale on your flip fluid. From there add the whitewater shelf tool to your FLIP fluid then scale the sphere size for the whitewater adjusting the @pscale of the attribwrangle inside whitewater_import which is generated after using the whitewater shelf tool on your FLIP fluid.
So, instead of creating the time_shift setup to create the whitewater as is the method used in the tutorial, just use the whitewater shelf tool on the fluid, much easier. From there you can tweak your foam to get much better results.
I'll finish up this demo file tomorrow, almost done.
So, instead of creating the time_shift setup to create the whitewater as is the method used in the tutorial, just use the whitewater shelf tool on the fluid, much easier. From there you can tweak your foam to get much better results.
I'll finish up this demo file tomorrow, almost done.
Edited by Sneil - April 12, 2017 00:32:27
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
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Sorry, I can take a closer look when I get home. To me you want the spheres for whitewater as really that's what it is, water broken down into small droplets. You can add the mist shelf tool with the whitewater droplets for a combined effect to get something like this below although be sure to have a lot of room on your hard drive for caching the sim. But I can help you better if you're still wanting to get rid of the spheres later tonight when I get to my PC as I'm still in a learning phase as well. For now try making the droplets smaller and maybe up the birth rate to produce more of them to get a better foam effect.
Edited by Sneil - April 11, 2017 08:36:17
Technical Discussion » Errors rendering scene.
- Sneil
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Technical Discussion » Errors rendering scene.
- Sneil
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Technical Discussion » Errors rendering scene.
- Sneil
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I get this error attempting to render my scene and all I get is a black screen. Can anyone take a look or let me know what it is that is causing this?
Edited by Sneil - April 1, 2017 21:27:54
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
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Absolutely, it's actually much simpler now then what it was in H12. I'll come up with something when I get home, maybe a quick video tutorial. Where are you having most of your isssues?
Houdini Learning Materials » Wet map creation
- Sneil
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Alright I'm stuck again. I can have my fluid paint to the current frame, but my solver setup will not leave a trail. It just wont output anything at all, not sure what is going on…
Here's an updated file if anyone can take a look.
Here's an updated file if anyone can take a look.
Edited by Sneil - March 26, 2017 22:51:01
Houdini Learning Materials » Wet map creation
- Sneil
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Never mind, found another tutorial which also didn't work but combining elements of both got it going in the end.
Houdini Learning Materials » Wet map creation
- Sneil
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I'm trying to create a wet map for my FLIP scene but I'm running into difficulties. I'm following this tutorial https://www.youtube.com/watch?v=H4S94cBnBRs&list=PLa7A1S8Iw-vHAXnyH3Br7YpKt2iHWkeqJ&index=4 [youtube.com] yet I can't get the points from my static object to detect when coming into contact with my fluid points. He seems to have missed what he did with attribtransfer in his videos which is probably causing the grief.
Here's a simplified hip file, if someone could let me know what I'm doing wrong please help! I'm setting up the attribtransfer inside the static geometry node.
Here's a simplified hip file, if someone could let me know what I'm doing wrong please help! I'm setting up the attribtransfer inside the static geometry node.
Edited by Sneil - March 26, 2017 17:39:24
Technical Discussion » Rendering issues.
- Sneil
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Ah excellent, thanks! That is much better now for scrubbing though and obviously now rendering for the FLIP fluid and whitewater. Baking the mist out properly now, although the files are huge..
Edited by Sneil - March 26, 2017 09:55:43
Technical Discussion » Rendering issues.
- Sneil
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So I disabled mist and get steady 20-25min/frame now no matter how far into the sequence. The mist sure does add a lot to the scene, however.
Technical Discussion » Rendering issues.
- Sneil
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What is the best way for caching the sim for rendering then? Still new to Houdini so I'm not sure how else to approach it.
Technical Discussion » Rendering issues.
- Sneil
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OK will definity do, but I'm finding this mist sim is just totally eating my ram and bogging my system down. Without it I have 22 gigs of usage, with it I'm maxed and my view port grinds to a halt and everything takes forever to even just select. And I'm using a GTX 1080. When I first load Houdini and load the scene with mist the viewport is butter smooth, but when I start working things rapidly start to bog down. I baked the mist sim but even when I click Playback Simulation it still wants to cook out the sim and bog things down… Is 32 gigs just not enough?
Technical Discussion » Rendering issues.
- Sneil
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OK gotcha. Yeah I haven't baked the mist sim out yet which seems to be the most resource intensive of the three, yet I can't get the sink to work on eliminating particles at the bottom yet. Going to have to get that figured out tonight…
Technical Discussion » Rendering issues.
- Sneil
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My memory usage is maxed, even after having cancelled the render it does not drop…
In this last render pass while I was at work first frame was 20 min, eight frames later it took almost 3 hrs.
In this last render pass while I was at work first frame was 20 min, eight frames later it took almost 3 hrs.
Edited by Sneil - March 24, 2017 17:50:16
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