You can save out an inital state (or frame 90 as a .sim file) and use that as the first frame by putting that into the inital state box.
Otherwise cache your particles out and feed whatever frame you want into the source and let the existing attributes drive the particles ( v, age, etc )
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Technical Discussion » How to start a cached sim a specific frame?
- Sugleris
- 30 posts
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Technical Discussion » vellum: how can i turn off dynamics per point in vellum?? (active value in H16)
- Sugleris
- 30 posts
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Technical Discussion » Fluid Source SOP gone?
- Sugleris
- 30 posts
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Hey guys,
Are you looking for the “Volume Source” node in DOPS? It should have a particles tab along with your surface volume.
Are you looking for the “Volume Source” node in DOPS? It should have a particles tab along with your surface volume.
Technical Discussion » pyrofx render passes
- Sugleris
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Technical Discussion » pyrofx render passes
- Sugleris
- 30 posts
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Hey James,
Inside the pyro shader there's some outputs you can pull directly into your image planes.
Create a new image plane and under Vex Variable put in “smoke_mask” and
set the vex type to “Float”.
set the sample filter to “Full Opacity Filtering”
Repeat this for “fire_mask”
Once you have a volume light / other lights rendering with the volume just make a third image plane called “all_volume” and under Light Exports set it to “Export variable for each light”
The older pyro shader had two other built in outputs called Fire_color and smoke_color but now its just fire_mask and smoke_mask. If you think you would need those you could always export those out of the shader to bring into an AOV.
Cheers!
Nico
Inside the pyro shader there's some outputs you can pull directly into your image planes.
Create a new image plane and under Vex Variable put in “smoke_mask” and
set the vex type to “Float”.
set the sample filter to “Full Opacity Filtering”
Repeat this for “fire_mask”
Once you have a volume light / other lights rendering with the volume just make a third image plane called “all_volume” and under Light Exports set it to “Export variable for each light”
The older pyro shader had two other built in outputs called Fire_color and smoke_color but now its just fire_mask and smoke_mask. If you think you would need those you could always export those out of the shader to bring into an AOV.
Cheers!
Nico
Edited by Sugleris - May 31, 2016 16:58:49
Technical Discussion » Using music to derive explosion amount in PyroFX
- Sugleris
- 30 posts
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Technical Discussion » Using music to derive explosion amount in PyroFX
- Sugleris
- 30 posts
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One simple way would be to use the chop to drive a color value on your source ( in this case you could start with points for example ) that's clamped from 0-1 (black and white) and then use that in your fluidsource as fuel. As long as you have temperature you're fuel should burn as its being emitted in more or less.
Then with that setup I would iterate further as needed.
below I posted a basic hip file to show you what I mean.
You can see on the right is the template points that are the fuel source and as they turn white they emit more fuel. ( changing your burnrate will give you some definitely more interesting results too)
Post the final work when you're done we would love to see it
Nico
Then with that setup I would iterate further as needed.
below I posted a basic hip file to show you what I mean.
You can see on the right is the template points that are the fuel source and as they turn white they emit more fuel. ( changing your burnrate will give you some definitely more interesting results too)
Post the final work when you're done we would love to see it
Nico
Edited by Sugleris - May 27, 2016 21:46:32
Technical Discussion » How to read/load arnold .ass files?
- Sugleris
- 30 posts
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If you have HTOA theres a shelf tool for loading in Arnold geometry, I think you can point it to the .ass file there.
Houdini Lounge » Matching trackers up with background Sequence
- Sugleris
- 30 posts
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Are you matching your filmback / all other cam settings? I've had issues before with syntheyes not bringing in proper settings esp the focal length.
Try messing with the focal length to see if you can get your trackers to stay lined up.
Try messing with the focal length to see if you can get your trackers to stay lined up.
Houdini Lounge » Rotate particle node gone?! Rotate instances?
- Sugleris
- 30 posts
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Technical Discussion » New 3d model search engine
- Sugleris
- 30 posts
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Awesome search engine
Here's one idea: It would be great to search for only models by their type / have a *.fbx suffix / *.max / *.3ds etc.
Here's one idea: It would be great to search for only models by their type / have a *.fbx suffix / *.max / *.3ds etc.
Technical Discussion » Challenging animation - how would you approach this?
- Sugleris
- 30 posts
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Technical Discussion » Do I need a quadro graphics card to run Houdini?
- Sugleris
- 30 posts
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I'd almost recommend getting a cheaper Nvidia gaming card that has a ton of video ram.
With time, more and more is being offloaded on to the GPU and I've always avoided Quadro's as they're so expensive for the general consumer and after finding out years ago that you could just flash a gaming card into a quadro didn't help either.
I don't think you can flash to a quadro anymore but I don't think you need to.
Def recommend a mid range Nvidia with ATLEAST 4gb of video ram.
Include Octane 3's volume rendering on the GPU and it becomes much more clear.
With time, more and more is being offloaded on to the GPU and I've always avoided Quadro's as they're so expensive for the general consumer and after finding out years ago that you could just flash a gaming card into a quadro didn't help either.
I don't think you can flash to a quadro anymore but I don't think you need to.
Def recommend a mid range Nvidia with ATLEAST 4gb of video ram.
Include Octane 3's volume rendering on the GPU and it becomes much more clear.
Technical Discussion » How to create Big Flip Wave from Big Geometry Wave ?
- Sugleris
- 30 posts
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Might as well try having geo that forms the wave acting as a deforming collider / pump that pushes the wave.
You really sorta need to rnd this and then post how far you get then It's easier to help out.
You really sorta need to rnd this and then post how far you get then It's easier to help out.
Houdini Lounge » The wave trailer
- Sugleris
- 30 posts
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Very Badass, and such beautiful work Always a treat to see the fruit of FX hours and labor when its all lit and comped in with sound etc.
Ya done good… Ya done good
Ya done good… Ya done good
Houdini Lounge » The wave trailer
- Sugleris
- 30 posts
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Beautiful work my friend!! I can't say the trailer spoiled anything as the title already did.
Cheers!
Did you guys primarily work on the water fx or did you also work on the rbd / landslides?
Cheers!
Did you guys primarily work on the water fx or did you also work on the rbd / landslides?
Technical Discussion » Particle Emitter slow in Mantra, yet fast in Render View
- Sugleris
- 30 posts
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Are you caching out your particles beforehand? It should be a pretty quick render, with particles mantra is damn fast.
Technical Discussion » ballistic gel
- Sugleris
- 30 posts
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Houdini Lounge » How to remove the default render pass?Op_Id and Prim_Id
- Sugleris
- 30 posts
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Hey Twod,
Is that how the magical ctrl-click on a object in the render and it opens up the shop context on that object..
Super fun to show other artists.
Is that how the magical ctrl-click on a object in the render and it opens up the shop context on that object..
Super fun to show other artists.
Technical Discussion » Rop Geo + File not saving animation
- Sugleris
- 30 posts
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Yea as the poster said above your missing your frame variable, so you wanna put in. “render_layer_name.$F.bgeo”
If you make it $F2 or $F3 or $F4 you will increase the padding. Hence, with $F4 youd get :
"render_layer_name.0001.bgeo
etc.
I sometimes use ROP's with $OS.$F4.bgeo which will reference the name of the actual operator ( in this case whatever you name your ROP output) into the filename.
Cheers!
If you make it $F2 or $F3 or $F4 you will increase the padding. Hence, with $F4 youd get :
"render_layer_name.0001.bgeo
etc.
I sometimes use ROP's with $OS.$F4.bgeo which will reference the name of the actual operator ( in this case whatever you name your ROP output) into the filename.
Cheers!
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