Sorry for the delayed response.I was away for a while.
This is what I got using curl noise.
Found 25 posts.
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Technical Discussion » Bee Movement
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- aaryanguna
- 25 posts
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Technical Discussion » Bee Movement
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- aaryanguna
- 25 posts
- Offline
Hi,
Hope I get some help on this. I am trying to create bees covering an object and moving randomly over the surface, exactly like in this image. minpos with some noise gets the points over the surface with noisy movement. But don't know how to get the kind of movement as in the image.
Can anyone help me on this.Any help is much appreciated.
Hope I get some help on this. I am trying to create bees covering an object and moving randomly over the surface, exactly like in this image. minpos with some noise gets the points over the surface with noisy movement. But don't know how to get the kind of movement as in the image.
Can anyone help me on this.Any help is much appreciated.
Technical Discussion » Whitewater Question
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- aaryanguna
- 25 posts
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Hi All,
I am trying to create whitewater for a shrinking beach like this,

I couldn't get the foam right.Either the whitewater Source disappears after a while or the they don't get affected by the flip volume.Could anyone help me on this?.Went through couple of master classes still couldn't get it right. Please check the attached hip file.
Thanks in advance.
I am trying to create whitewater for a shrinking beach like this,
I couldn't get the foam right.Either the whitewater Source disappears after a while or the they don't get affected by the flip volume.Could anyone help me on this?.Went through couple of master classes still couldn't get it right. Please check the attached hip file.
Thanks in advance.
Edited by aaryanguna - May 8, 2019 07:05:24
Technical Discussion » Need help on beach waves
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- aaryanguna
- 25 posts
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Hi,
I am trying to create beach waves that over a period of time shrinks or draws back as the ground gets revealed. I tried animating the water depth but that affects the height of the water.Animating the geometry to push the water in yields undesirable effect.
Can anyone help me on this?
Thanks in advance.
I am trying to create beach waves that over a period of time shrinks or draws back as the ground gets revealed. I tried animating the water depth but that affects the height of the water.Animating the geometry to push the water in yields undesirable effect.
Can anyone help me on this?
Thanks in advance.
Technical Discussion » Gait speed animation in crowds
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- aaryanguna
- 25 posts
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Hi All,
I am trying to move crowd along a curve path.I want the crowd to slow down, stop and then start moving again along the curve.I tried keying the gait speed parameter but it doesn't work.
Can anyone help me on this?
Thanks in advance.
I am trying to move crowd along a curve path.I want the crowd to slow down, stop and then start moving again along the curve.I tried keying the gait speed parameter but it doesn't work.
Can anyone help me on this?
Thanks in advance.
Edited by aaryanguna - Oct. 8, 2018 02:57:48
Technical Discussion » Blood Drip Question
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- aaryanguna
- 25 posts
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Hello everyone,
I am trying to create a blood drip effect.Please find in the hip file and gif image.
Blood drips fine as long as it slides over the surface.Once it comes off the surface, there is too much of curly noise.How to avoid it?
Can anyone help me on this.Thank you.
I am trying to create a blood drip effect.Please find in the hip file and gif image.
Blood drips fine as long as it slides over the surface.Once it comes off the surface, there is too much of curly noise.How to avoid it?
Can anyone help me on this.Thank you.
Image Not Found
Edited by aaryanguna - Aug. 4, 2018 07:38:11
Technical Discussion » Parameter values using VEX function
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- aaryanguna
- 25 posts
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Technical Discussion » Parameter values using VEX function
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- aaryanguna
- 25 posts
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Hello Everyone,
Can anyone explain how to set parameter values using VEX function?
Say for example,there is a sphere, scattered. If the current frame is between 5 and 10, the number of scatter points should be 10 else 0.
if(@Frame >= 5 && @Frame <= 10)
{
@scattercount=10;
}
else
{
@scattercount=0;
}
How to set @scattercount to force total count parameter of scatter sop.
Thank you.
Can anyone explain how to set parameter values using VEX function?
Say for example,there is a sphere, scattered. If the current frame is between 5 and 10, the number of scatter points should be 10 else 0.
if(@Frame >= 5 && @Frame <= 10)
{
@scattercount=10;
}
else
{
@scattercount=0;
}
How to set @scattercount to force total count parameter of scatter sop.
Thank you.
Technical Discussion » Mercury spilling using flip
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- aaryanguna
- 25 posts
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Hello everyone,
I am trying to create mercury spilling on ground,like in the ref image attached.Can anyone tell me how to achieve this using flip particles?
Thank you.
I am trying to create mercury spilling on ground,like in the ref image attached.Can anyone tell me how to achieve this using flip particles?
Thank you.
Edited by aaryanguna - June 21, 2018 02:27:11
Technical Discussion » Cigarette Smoke Pyro fx - Question
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- aaryanguna
- 25 posts
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Hi,Thanks for the reply. Those tweaks made the results look much better. Thank you.
Edited by aaryanguna - June 1, 2018 01:07:52
Technical Discussion » Cigarette Smoke Pyro fx - Question
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- aaryanguna
- 25 posts
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Hi all,
I am trying to create cigarette smoke in a windy environment, more like the one in the reference video.
I have added a custom wind field.But the smoke isn't moving that well.Coudn't maitain the wind speed till the end.I want the smoke to move across with constant speed all along.
They tend to slow down after a while(please watch the wip video).Can someone help me out on this.
Please find the attached hip file.
Thanks in Advance.
I am trying to create cigarette smoke in a windy environment, more like the one in the reference video.
I have added a custom wind field.But the smoke isn't moving that well.Coudn't maitain the wind speed till the end.I want the smoke to move across with constant speed all along.
They tend to slow down after a while(please watch the wip video).Can someone help me out on this.
Please find the attached hip file.
Thanks in Advance.
Edited by aaryanguna - May 31, 2018 09:30:21
Technical Discussion » Wire deform on multiple curves
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- aaryanguna
- 25 posts
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Hi all,
I am trying to deform objects based on curves.
I have multiple curves that are deforming.Copied objects to each curves, used wire capture and wire deform to bind objects to curves,but they are not working as intented.
Can anyone help me on this please.Thanks in advance.
I am trying to deform objects based on curves.
I have multiple curves that are deforming.Copied objects to each curves, used wire capture and wire deform to bind objects to curves,but they are not working as intented.
Can anyone help me on this please.Thanks in advance.
Technical Discussion » Fish Bait Ball Question
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- aaryanguna
- 25 posts
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Technical Discussion » Fish Bait Ball Question
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- aaryanguna
- 25 posts
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Hi Matt,Is there any other method to create the flocking force other than using axisforce?
Technical Discussion » Fish Bait Ball Question
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- aaryanguna
- 25 posts
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Thank you Matt. That's really cool.A good learning for me.I am interested to know how this could be approached using Crowd system.
Technical Discussion » Fish Bait Ball Question
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- aaryanguna
- 25 posts
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Hi all,
I am trying to create a Fish bait ball like in the video Fish-Baitball-ref.mp4. The shape is constantly changing as the fishes flock over them.
I created a shape,used a pointvop to deform it and then used a point deform to get the deforming points.
I am clueless as how to proceed further. I want the points to flock across the deforming shape.
Can anyone guide me to get this result? Thanks in advance.
I am trying to create a Fish bait ball like in the video Fish-Baitball-ref.mp4. The shape is constantly changing as the fishes flock over them.
I created a shape,used a pointvop to deform it and then used a point deform to get the deforming points.
I am clueless as how to proceed further. I want the points to flock across the deforming shape.
Can anyone guide me to get this result? Thanks in advance.
Technical Discussion » Point orientation for a volume filled deforming moving object
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- aaryanguna
- 25 posts
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Hi all,
I am trying to create a school of fish that has to be in a definite shape. So i created an object and filled with points. The points don't change as the object move. The object also deforms. Now, I am stuck while setting up the orientation for the points as the object turns and bends. Don't know how to set it right. Can anyone help me on this? Thanks in advance!Please find the attached hip file.
I am trying to create a school of fish that has to be in a definite shape. So i created an object and filled with points. The points don't change as the object move. The object also deforms. Now, I am stuck while setting up the orientation for the points as the object turns and bends. Don't know how to set it right. Can anyone help me on this? Thanks in advance!Please find the attached hip file.
Edited by aaryanguna - April 27, 2018 06:32:30
Houdini Learning Materials » Paper Burn Effect Help
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- aaryanguna
- 25 posts
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Thank you Jeff, I am trying to do a similar effect. Your file was of great help. I have a question with regards to this. How to choose the source points from where the fire starts? I would like to have multiple source points for the fire to start from.
Thank you
Thank you
Technical Discussion » Fluid densities
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- aaryanguna
- 25 posts
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Hi..Thanks for your reply,that helped me. Also, I found a file named variableviscosity in the Houdini example files folder. That helped me as well.
Technical Discussion » Beer Foam Simulation
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- aaryanguna
- 25 posts
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Hello everyone,
I am creating a beer simulation fx.Please find the attachments.
I used two emitters, one to emit beer (with higher density) and another emitter from the base of the glass to emit foam (with much lower density).
As the beer hits the base of the glass, it pushes the foam to go higher and stay on top.
I have two issues,
a) I use a thick collision proxy volume to avoid the leakage of flip particles.But, towards the end I want the beer to fill and spill along the surface outside.How to achieve this? If I reduce the thickness the flip particles tend to leak and there is volume loss as well.
B)I have applied velocity to push the foam particles upwards,but It doesn’t have any impact. As of now the foam particles move upwards because of the velocity created by the beer particles.I want the foam particles to move upwards by applying some external force so that more foam forms on top.How to achieve this?
Any help?
Thanks in advance..
I am creating a beer simulation fx.Please find the attachments.
I used two emitters, one to emit beer (with higher density) and another emitter from the base of the glass to emit foam (with much lower density).
As the beer hits the base of the glass, it pushes the foam to go higher and stay on top.
I have two issues,
a) I use a thick collision proxy volume to avoid the leakage of flip particles.But, towards the end I want the beer to fill and spill along the surface outside.How to achieve this? If I reduce the thickness the flip particles tend to leak and there is volume loss as well.
B)I have applied velocity to push the foam particles upwards,but It doesn’t have any impact. As of now the foam particles move upwards because of the velocity created by the beer particles.I want the foam particles to move upwards by applying some external force so that more foam forms on top.How to achieve this?
Any help?
Thanks in advance..
Attachment Not Found
Attachment Not Found
Edited by aaryanguna - Jan. 10, 2018 07:30:08
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