Hello again,
Ok I managed to setup my Uv's on a metaball particle sim. Basically imagine a sphere metaball falling onto the ground splashing.
The problem is that I can't get consistent Uv's onto this mesh, the uv coordinates are sliding, I understand what is happening but i just don't how to solve it.
I have the Uv's setup put as polar (even tried plastic wrap) but what it seems to do is to generate Uv's on first frame of that mesh and wrap around my object when i click “Initialize” in the UV settings.
This naturally wraps and locks Uv's for that frame one, but because The mesh is constantly changing topology I assume that the Uv's are not keeping up with it traditionally and require to be “Intitialized” again per frame to constantly follow the changing mesh.
Maybe that would solve the issue but i don't know how to “auto initialize” per frame or is there a far easier way to do this.
Thanks!
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Technical Discussion » Just want to add fluid/metaball mesh over my sand particles how please?
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- Vincit
- 7 posts
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Technical Discussion » Just want to add fluid/metaball mesh over my sand particles how please?
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- Vincit
- 7 posts
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Technical Discussion » Just want to add fluid/metaball mesh over my sand particles how please?
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- Vincit
- 7 posts
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Thank you very much for that!
Ok Now I have the particle metaball.
Two quick questions if you don't mind:
1 - How can I increase the resolution of the Metaball? I tried the various parameters but got me nowhere.
2- I wish to Assign a general uv mapping for the metaball, perhaps an over all spherical mapping or a per face mapping. How or which node do I utilize for that purpose, I also tried connecting various UV nodes between the Metaball and the final “cope” node, but no results.
Thanks again!
Ok Now I have the particle metaball.
Two quick questions if you don't mind:
1 - How can I increase the resolution of the Metaball? I tried the various parameters but got me nowhere.
2- I wish to Assign a general uv mapping for the metaball, perhaps an over all spherical mapping or a per face mapping. How or which node do I utilize for that purpose, I also tried connecting various UV nodes between the Metaball and the final “cope” node, but no results.
Thanks again!
Technical Discussion » Just want to add fluid/metaball mesh over my sand particles how please?
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- Vincit
- 7 posts
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Hello a newbie here, So I created my sand simulation using the shelf tool, now I need to “mesh it” to make it look more like snow. How can I add a metaball or fluid mesh on top of my sand particles?
where can I plug this node?
Any help is appreciated!
Thanks in advance.
where can I plug this node?
Any help is appreciated!
Thanks in advance.
Houdini Learning Materials » Looking for a tutorial to export Houdini particles to Max
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- Vincit
- 7 posts
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Hello,
I'm hoping to find a tutorial or a step by step process for a complete beginner in Houdini to export millions of particles into Max.
Basically i want to export my sand simulations to Max. I was able to import an exported alembic file from Houdini into 3ds Max with exocortex plugin for Max, but as soon as I increased the point or particle count in Houdini I couldn't export the alembic anymore. Is there an Alembic Limit for particle count?
I also hear Houdini has multiple ways of exporting Alembic?
I hope there are more tutorials or documentations on this subject. Any kind of help is appreciated.
Thanks in advance.
I'm hoping to find a tutorial or a step by step process for a complete beginner in Houdini to export millions of particles into Max.
Basically i want to export my sand simulations to Max. I was able to import an exported alembic file from Houdini into 3ds Max with exocortex plugin for Max, but as soon as I increased the point or particle count in Houdini I couldn't export the alembic anymore. Is there an Alembic Limit for particle count?
I also hear Houdini has multiple ways of exporting Alembic?
I hope there are more tutorials or documentations on this subject. Any kind of help is appreciated.
Thanks in advance.
Houdini Learning Materials » 3ds max and Houdini workflow.
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- Vincit
- 7 posts
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Great tips! thanks guys, for some reason i didn't receive email notifications regarding your posts so i'm late to checking this thread.
I think i will try alembic soon, exocortex went open source at the right time for us using max 2014.
At the moment fluids is what i care about most, so will be looking into that one, but having the ability to export atmospherics sounds very cool as well.
I've been searching everywhere for a proper workflow tutorial between these packages but i can't seem to find one, perhaps side effects should consider doing one for the sake of new comers such as myself.
Many thanks!
I think i will try alembic soon, exocortex went open source at the right time for us using max 2014.
At the moment fluids is what i care about most, so will be looking into that one, but having the ability to export atmospherics sounds very cool as well.
I've been searching everywhere for a proper workflow tutorial between these packages but i can't seem to find one, perhaps side effects should consider doing one for the sake of new comers such as myself.
Many thanks!
Houdini Learning Materials » 3ds max and Houdini workflow.
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- Vincit
- 7 posts
- Offline
Hello all, this is my first post here,
We are a small team and Houdini (especially the fluid FX side) is of great interest to us, our pipeline is based on 3ds max. We would like to know how compatible these two software are and how flexible is the connection between the two.
We are looking to utilize Houdini particle/ocean/fluidfx system but we need to render these in max with Vray, how do you bring the fluid sim into 3ds max to render including foam and additional particles with the main fluid geometry body.
We have read that there is a connection plugin “Houdini engine” for 3ds max whch may not be out yet but that would also cost extra for us , is there a way to do all this without such a plugin?
We would be diving into Houdini further soon however we wanted to get a heads up on our expectations regarding this workflow/pipeline.
Any help from max Houdini experts out there is most appreciated!
Many thanks for your time,
We are a small team and Houdini (especially the fluid FX side) is of great interest to us, our pipeline is based on 3ds max. We would like to know how compatible these two software are and how flexible is the connection between the two.
We are looking to utilize Houdini particle/ocean/fluidfx system but we need to render these in max with Vray, how do you bring the fluid sim into 3ds max to render including foam and additional particles with the main fluid geometry body.
We have read that there is a connection plugin “Houdini engine” for 3ds max whch may not be out yet but that would also cost extra for us , is there a way to do all this without such a plugin?
We would be diving into Houdini further soon however we wanted to get a heads up on our expectations regarding this workflow/pipeline.
Any help from max Houdini experts out there is most appreciated!
Many thanks for your time,
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