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Found 54 posts.

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Technical Discussion » fire ember particles

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nikmolson
54 posts
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 July 31, 2013 18:22:04
the glow will be done with shader/comp, There is a glow shader in the material pallete i think but i don't know anything about it.

as far as the streaky-ness of it use a trail to compute velocity of the particles and render with motion blur. iv also seen people trail points for a few frames and poly wire it to kinda fake the motion blur, which is also nice as it solves the issue of non-linear motion blur
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Technical Discussion » Cannot determine preloaded icons for shelf error

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nikmolson
54 posts
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 July 30, 2013 19:41:24
try going into your home directory and deleting the “Houdini12.5” file or what ever version you're running. It forces houdini to rebuild all your preferences and what not and usually brings them back. if not that look in your Temp folder and delete anything that says anything about SVGicons or something along those lines.

one of these usually does the trick for me
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Technical Discussion » Problem with running a voronoi fracture

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nikmolson
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 April 22, 2013 20:01:42
Hard to say with out having any idea of what kind of geo you're using and how many points are being scattered. If its complex geo it can be good practice to clear any unnecessary attributes and cache out the geo after heavy operations (possibly the first voronoi/delete) before moving on and doing more heavy operations (the second voronoi)
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Houdini Lounge » photorealistic liquid simulation quality

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nikmolson
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 April 12, 2013 13:07:51
^ Agreed, You see this kind of effect done a ton in Krakatoa, to a varying degree of success. But with the new Point replicate procedural in 12.5 and a bunch of particles advected from a volume, Perhaps even rendered with the pyro sim. i'm sure you could get something looking pretty good.
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Technical Discussion » Question about particle render

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nikmolson
54 posts
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 April 5, 2013 14:33:39
Would rendering them with an orthographic camera work?
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Work in Progress » Dam Break Flip Fluids

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nikmolson
54 posts
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 March 19, 2013 16:00:43
Woops, got caught up in life and forgot i had this thread going. Here's the finished product for any one who may stumble across this and is interested

https://vimeo.com/48280290 [vimeo.com]
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Technical Discussion » pyro shader Passes!! Help!!

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nikmolson
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 March 18, 2013 14:15:04
Im no compositor so on any personal work iv done i kept it pretty simple. But at work as far as i recall they usually like to have the beauty as well as passes for heat, noise and the depth hack i mentioned above.
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Technical Discussion » pyro shader Passes!! Help!!

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nikmolson
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 March 18, 2013 13:01:04
Your color pass is taking opacity into account where as the P and Pz are returning the depth values at each voxel regardless of its alpha.

As far as i know, you cant get volume depth this way, one way iv seen is to ramp the densities color through multiple colors based on distance from camera and render that out. Then base you're de-focus or what ever post operation you need, on color values.
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Technical Discussion » Animation on the way(path/curve) to dynamic animation

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nikmolson
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 March 12, 2013 18:00:54
If you use a trail Sop to compute Velocity and turn on “inherit Point Velocities” theoretically you should be able to get a relatively smooth change over to an active object. Can you post a file with the results you've been getting?
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Houdini Indie and Apprentice » modulus function

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nikmolson
54 posts
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 March 11, 2013 16:07:38
I use it to group a random selection of many objects fairly often
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Houdini Lounge » Maya to Houdini Scale issue

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nikmolson
54 posts
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 Feb. 20, 2013 19:01:25
uniform scale in Houidni to .01 has always worked for me, just make sure pivot points are all proper and so forth
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Technical Discussion » Deep Shadow Map Volume hold outs in ROP

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nikmolson
54 posts
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 Feb. 20, 2013 17:50:34
Im testing with Deep shadow maps for hold outs, After editing my ROP interface to include the vm_background and dsm_filename aswell as the vm_backgroundmatte i still cant get my shadow map to be recognized by mantra as a hold out.

If i apply the shadow map as a camera background image it works but these parameters are built into the ROP's and im confused as to why they aren't behaving as i'd expect, especially when it has a click box for “use background image as matte”

are there any obvious steps im missing?

Cheers
-Nick
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Technical Discussion » Copy stamp with time shift

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nikmolson
54 posts
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 Feb. 20, 2013 17:41:49
I had this issue a while back, Check out some of the solutions posted here: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25856&highlight= [sidefx.com]
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Technical Discussion » Emission in substeps

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nikmolson
54 posts
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 Feb. 20, 2013 17:38:24
Another way around it could be to Source from a short lifespan particle sim that is over sampled. Seems to be a standard for fast moving missle trails and such to avoid the choppy effect. and if you put a bit of time into the particle sim you get a nice dynamic and interesting source to help get a better pyro sim
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Technical Discussion » Bullet solver: weird thing happend after usng glue adjacent

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nikmolson
54 posts
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 Dec. 3, 2012 01:53:46
Yeah it doesn't seem to like static objects, a standard rbd object with “make object Active” turned off seems to be better
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Technical Discussion » Sop Solver/For Each Issue

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nikmolson
54 posts
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 Nov. 26, 2012 19:02:43
Did you ever find a solution? sop solver inside a for each doesn't behave properly for me either
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Technical Discussion » Transfer Geo Texture to a Volume of Particles?

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nikmolson
54 posts
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 Nov. 6, 2012 20:12:43
Amazing, thank you so much!
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Technical Discussion » Transfer Geo Texture to a Volume of Particles?

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nikmolson
54 posts
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 Nov. 4, 2012 15:15:15
Iv been testing blowing away a piece of geo like sand, I used an iso offset to scatter a bunch of points in the geo volume then emit from them to get the piece of geo made up of particles.

But when it comes to coloring them im having trouble. Im using the color map method found here

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=77876&sid=d1afe2f752fdc0876c07d8494dedc45d [sidefx.com]

But since im emitting from a volume of points rather than a piece of geo i don't have a UV texture to pull color from. Iv tried using the UV's of the original model and then using an attribute transfer to get the color over but then i need to use a sop solver to get that color to stick as the particles move but im using millions of particles so it runs so slow i can't use it.

I hope this makes sense. Iv attached the file as iv been trying to make it work.

Basically id just like to know, what is the best way to get a piece of geo's texture to apply to an entire volume of particles not just the surface

any help would be appreciated, im running out of time on this
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Technical Discussion » Disintegrating an object into perfect cubes?

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nikmolson
54 posts
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 Oct. 26, 2012 23:55:54
Not sure if the title is very clear but im trying to think of a way that an object could break/disintegrate into clean cubes something kind of like in :09 - :11 in this video

https://vimeo.com/44672943 [vimeo.com]

or kinda like This poster
http://blog.vanns.com/wp-content/uploads/Total-Recall-2012-Movie-Poster.jpg [blog.vanns.com]
for lack of better example.

To be honest im not even sure where to start, Id love to hear some thoughts on key concepts/ ideas that would be behind this if any one has any?

Thanks
-Nick
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Technical Discussion » Voronoi Fracture Geo Replacement

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nikmolson
54 posts
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 Oct. 26, 2012 20:32:03
djwarder
Hey, this sounds like a pretty nice idea. An example file would be great if that's possible?

Peters solution above is much better and more proper but this is a quick solution for simple situations
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