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Technical Discussion » Mantra not calculating deformation samples
- kacheson
- 46 posts
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Technical Discussion » Mantra not calculating deformation samples
- kacheson
- 46 posts
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Technical Discussion » Mantra not calculating deformation samples
- kacheson
- 46 posts
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Hi guys, I'm doing something wrong, but don't know what.
I want curvy deformation blur on my particle sim so I set the substeps on my popnet to 4. When I set my deformation samples to 4 on my mantra rop and render everything looks fine.
The problem comes when I cache the particles to disk. I set my increment value to 0.25 because I figure 4 substeps per frame is equal to a 0.25 increment. Mantra crashes. I've also tried a 0.2 increment on my rop with not luck.
What's up?
I want curvy deformation blur on my particle sim so I set the substeps on my popnet to 4. When I set my deformation samples to 4 on my mantra rop and render everything looks fine.
The problem comes when I cache the particles to disk. I set my increment value to 0.25 because I figure 4 substeps per frame is equal to a 0.25 increment. Mantra crashes. I've also tried a 0.2 increment on my rop with not luck.
What's up?
Technical Discussion » Scale object along vector
- kacheson
- 46 posts
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I've been pointed in the right direction by Gene. I'm multiplying P by the rotation matrix generated by the align vop. Learned something new today!
Thanks Edward.
Thanks Edward.
Technical Discussion » Scale object along vector
- kacheson
- 46 posts
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Hi Edward! I think I follow, but what do I do with the output matrix of the align vop?
I've attached a simple file demonstrating my issue.
I've attached a simple file demonstrating my issue.
Technical Discussion » Scale object along vector
- kacheson
- 46 posts
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Hi guys,
Does anybody know the vopsop formula for scaling an object along a vector? I want to scale an object along a single axis just as I would with a transform sop, but not explicitly down x,y, or z. My object is at a weird angle and I'd like to scale it along that axis.
Ideas?
Thanks in advance!
Does anybody know the vopsop formula for scaling an object along a vector? I want to scale an object along a single axis just as I would with a transform sop, but not explicitly down x,y, or z. My object is at a weird angle and I'd like to scale it along that axis.
Ideas?
Thanks in advance!
Technical Discussion » voronoi forEach export .obj?
- kacheson
- 46 posts
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No need to use a foreach (which can be very slow if you have lots of pieces). Just pipe your voronoi tool into a delete sop and use the following expression in the group field:
myVoronoiGroup_`$F`
Set the operation to delete non-selected and plug it into a rop.
myVoronoiGroup_`$F`
Set the operation to delete non-selected and plug it into a rop.
Technical Discussion » voronoi forEach export .obj?
- kacheson
- 46 posts
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No need to use a foreach (which can be very slow if you have lots of pieces). Just pipe your voronoi tool into a delete sop and use the following expression in the group field:
myVoronoiGroup_`$F`
Set the operation to delete non-selected and plug it into a rop.
myVoronoiGroup_`$F`
Set the operation to delete non-selected and plug it into a rop.
Technical Discussion » Shadows maps and big fluid containers
- kacheson
- 46 posts
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Try decoupling and increasing shadow step size on the sampling tab of your rop.
If you're using the default, Houdini is sampling every 0.1 metres. If you have a large volume that is a lot of samples. Try bumping it up to 1 or 2.
I would also increase the volume step size. I generally use a volume step size that is half of my shadow step size.
If you're using the default, Houdini is sampling every 0.1 metres. If you have a large volume that is a lot of samples. Try bumping it up to 1 or 2.
I would also increase the volume step size. I generally use a volume step size that is half of my shadow step size.
Houdini Lounge » infinite fire!
- kacheson
- 46 posts
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You can use a Gas Calculate dop to ‘dissipate’ your volume as explained in the latter half of this video:
http://vimeo.com/channels/54102#11194348 [vimeo.com]
It is a useful method at times (as in the tutorial example), but it's a bit like taking a machete to your sim as it is chopping your entire volume down on every time step. You shouldn't need to take such drastic measures
http://vimeo.com/channels/54102#11194348 [vimeo.com]
It is a useful method at times (as in the tutorial example), but it's a bit like taking a machete to your sim as it is chopping your entire volume down on every time step. You shouldn't need to take such drastic measures
Houdini Indie and Apprentice » Dust Effect
- kacheson
- 46 posts
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There isn't really a comprehensive answer to that question. It really depends on what look you are going for. It's always best to start with some sort of reference and go from there. That being said there are 2 routes you could go in Houdini - Lots and lots of particles, or volumetric smoke. Below are some tutorials from Peter Quint that cover the basics of each.
Millions of particles: http://vimeo.com/channels/54102#12092711 [vimeo.com]
Volumetric smoke: http://vimeo.com/channels/54102#9508767 [vimeo.com]
Of course you will also need to create some sort of emission system for the foot hits. There is no absolute answer for this either. Perhaps using Attribute Transfer or Jeff's geometry intersection technique would be the way to go:
Attribute transfer: http://www.sidefx.com/index.php?option=com_content&task=view&id=877&Itemid=132 [sidefx.com]
Geometry intersections: http://www.sidefx.com/index.php?option=com_content&task=view&id=1815&Itemid=216 [sidefx.com]
Millions of particles: http://vimeo.com/channels/54102#12092711 [vimeo.com]
Volumetric smoke: http://vimeo.com/channels/54102#9508767 [vimeo.com]
Of course you will also need to create some sort of emission system for the foot hits. There is no absolute answer for this either. Perhaps using Attribute Transfer or Jeff's geometry intersection technique would be the way to go:
Attribute transfer: http://www.sidefx.com/index.php?option=com_content&task=view&id=877&Itemid=132 [sidefx.com]
Geometry intersections: http://www.sidefx.com/index.php?option=com_content&task=view&id=1815&Itemid=216 [sidefx.com]
Houdini Lounge » infinite fire!
- kacheson
- 46 posts
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Look at ‘Heat Cool Time’ in your pyro solver. You've likely got a high number in there (like 1). Reducing this value way down will reduce your cooling period. Also, are you visualizing heat, or burn for your fire? I've had more success visualizing and shading the heat field as opposed to burn.
Houdini Lounge » Nuclear Explosion Suggested Workflow
- kacheson
- 46 posts
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They should emit fuel immediately, and lots of it. Also, I failed to mention that you must make sure you've added some temperature under the ‘Physical’ tab of the pop object. Your fuel won't burn if this is set to 0. Obviously the higher you set this value, the greater it will effect your simulation with regards to buoyancy lift, etc.
Houdini Lounge » Nuclear Explosion Suggested Workflow
- kacheson
- 46 posts
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I've found using particles as a fuel source for any fast moving explosions works very well. Start by creating a particle simulation with a very quick initial burst and short life. You might also consider colliding some with a ground plane and have them stick so that they constantly emit fuel from the ground (this will help with the smoke column). Then, use that simulation as fuel for your pyro sim - be sure to inherit the particles velocity (an option in the pyro solver). You're correct that you will need to key many parameters such as temperature, turbulence, and buoyancy lift over time to achieve realistic results. Your idea of drawing a curve to control the fluids sounds interesting, but may not be necessary as I find that pyro explosions love to turn into mushroom clouds all on their own
Houdini Lounge » Crumpling and Tearing in Houdini 10
- kacheson
- 46 posts
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A new Masterclass has just been posted in our Tutorials section. This video was recorded at a technical evening presented in our Toronto office.
Presented by Martin Sawtell, this Masterclass covers the new crumpling and tearing features that are available in Houdini 10's physically-based cloth solver. These include support for plastic deformation, dynamic tearing and changing topologies.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1540&Itemid=305 [sidefx.com]
Presented by Martin Sawtell, this Masterclass covers the new crumpling and tearing features that are available in Houdini 10's physically-based cloth solver. These include support for plastic deformation, dynamic tearing and changing topologies.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1540&Itemid=305 [sidefx.com]
Houdini Lounge » Terminator Salvation Customer Story
- kacheson
- 46 posts
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We have just posted a customer story covering some of Asylum's work on Terminator Salvation using Houdini.
Given the detail needed to set up a realistic robot, Houdini was used for both the rigging and animation. Asylum chose Houdini because of its digital asset pipeline which would allow several different people to work on the same rig at the same time making it easier to bring all the parts together for final output.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1539&Itemid=68 [sidefx.com]
Given the detail needed to set up a realistic robot, Houdini was used for both the rigging and animation. Asylum chose Houdini because of its digital asset pipeline which would allow several different people to work on the same rig at the same time making it easier to bring all the parts together for final output.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1539&Itemid=68 [sidefx.com]
Houdini Indie and Apprentice » advanced character rigging?
- kacheson
- 46 posts
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There are many fantastic and in-depth technical rigging, and character rigging tutorials on 3DBuzz created using Houdini 9+. There are many, many hours of great training there. Those tutorials are not free, but if you are serious about rigging in Houdini I doubt there is much left unsaid in the Technical Rigging and Character Rigging series.
http://www.3dbuzz.com [3dbuzz.com]
You must go to Classrooms - Houdini and enter the video category “My Products” here you will find brief sample clips of the tutorials available.
http://www.3dbuzz.com [3dbuzz.com]
You must go to Classrooms - Houdini and enter the video category “My Products” here you will find brief sample clips of the tutorials available.
Houdini Lounge » New Learning Pyro FX Tutorials Online
- kacheson
- 46 posts
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We've just posted a 10 video tutorial series on Houdini 10's Pyro FX tools.
This series presented by Peter Robbinson examines the Pyro FX workflow in-depth and the parameters used to create Fire and Smoke effects. It also examines how volumetric data is created and recorded, and how to visualize it.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1524&Itemid=132 [sidefx.com]
There is also a torrent available for download.
This series presented by Peter Robbinson examines the Pyro FX workflow in-depth and the parameters used to create Fire and Smoke effects. It also examines how volumetric data is created and recorded, and how to visualize it.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1524&Itemid=132 [sidefx.com]
There is also a torrent available for download.
Houdini Lounge » Distributed Sims - Old School Blog Entry
- kacheson
- 46 posts
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We have just posted an Old School Blog entry discussing Distributed Fluid Simulations in Houdini 10. Included in this posting is a 43 minute video recording from the Toronto Technical Evening presented by Side Effects Senior Developer Jeff Lait.
The presentation takes you deep into how Distributed Fluid simulations work and teaches you how to create simulations using a farm of computers.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1516&Itemid=216 [sidefx.com]
The presentation takes you deep into how Distributed Fluid simulations work and teaches you how to create simulations using a farm of computers.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1516&Itemid=216 [sidefx.com]
Houdini Lounge » Coraline - Customer Story
- kacheson
- 46 posts
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Houdini was chosen to tackle a number of VFX shots in Coraline. We have now posted a Customer Story on LAIKA and their use of Houdini for this fantastic film. Visit the link below to check it out:
http://www.sidefx.com/index.php?option=com_content&task=view&id=1455&Itemid=68 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1455&Itemid=68 [sidefx.com]
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