Found 43 posts.
Search results Show results as topic list.
Technical Discussion » Need Help with Precise Vellum Cloth Simulation for a Falling
- HM_2020
- 43 posts
- Offline
Technical Discussion » Possible to Transform & Offset (not retime) Ocean Spectrum?
- HM_2020
- 43 posts
- Offline
This one has me stumped - is it possible to move and offset (not retime!) Spectrums and corresponding Foam caches post sim?
I'm rendering an Ocean in Karma but need to transform and offset it at render time.
For previews I am timeshifting and transforming the Ocean Preview Grid with applied Spectrum, moving it around in camera to art direct where a wave is along with its Whitewater foam cache etc. Works great, can easily take a long cache, offset it, move the whole ocean closer or farther from cam as per supervisors needs without having to resim etc.
Realized at render time, simply doing the same to the Spectrum wont work. Thought to offset the Time in Spectrums but that of course just made totally new patterns in the waves. And cant move it with a Transform really can you? I am worried the only way is to bake the geo then move and offset?
To be clear, I dont want to retime, or change the look or speed of the sim at all. I simply want to take the cached foam and its corresponding ocean (which works when the spectrum is baked to geo and then moved), and move it in space, and offset its cache a few 100 frames so Karma renders it correctly.
Cheers!
I'm rendering an Ocean in Karma but need to transform and offset it at render time.
For previews I am timeshifting and transforming the Ocean Preview Grid with applied Spectrum, moving it around in camera to art direct where a wave is along with its Whitewater foam cache etc. Works great, can easily take a long cache, offset it, move the whole ocean closer or farther from cam as per supervisors needs without having to resim etc.
Realized at render time, simply doing the same to the Spectrum wont work. Thought to offset the Time in Spectrums but that of course just made totally new patterns in the waves. And cant move it with a Transform really can you? I am worried the only way is to bake the geo then move and offset?
To be clear, I dont want to retime, or change the look or speed of the sim at all. I simply want to take the cached foam and its corresponding ocean (which works when the spectrum is baked to geo and then moved), and move it in space, and offset its cache a few 100 frames so Karma renders it correctly.
Cheers!
Technical Discussion » How to instanciate vellum grains with different geometries
- HM_2020
- 43 posts
- Offline
ajmorrison1
Keen to piggyback on this post!
I'm facing a similar challenge. I'm trying to achieve an object raising up through a bucket of randomly shaped pieces, think a ball lifting up through a basket of lego. I've setup a grain sim (both using vellum grains and pop grains to compare) and have managed to copy to points and replace the geo with my various geometries however the collision boundaries for the solver are still calculated using the original particle sphere when using the copy to points method.
Is there a way to plugin the geo before the solver so that the collisions are calculated using the shape of the new geometry? Otherwise the objects are always clashing or always have gaps.
Perhaps this is a scenario better setup with an RBD solver?
thinking pscale before making them grains should work? or maybe https://youtu.be/iCxkGeiXtfc [youtu.be]
Edited by HM_2020 - Nov. 3, 2022 13:48:37
Technical Discussion » Pyro Sop Solver
- HM_2020
- 43 posts
- Offline
sda502
..
So where does this mysterious 'disturbance force' come from?
From everyone the past 15 years wanting NO mushrooms in sims?
Houdini Lounge » How to simulate sand or heavy smoke
- HM_2020
- 43 posts
- Offline
no need.. you have vellum grains, or you have pop advected by Pyro... many ways to do this.
Technical Discussion » FLIP MASTERS? WW Repellent Question!
- HM_2020
- 43 posts
- Offline
Is it possible to jack into or change the Noise in Repellents, other than the standard controls?
How is the noise calculated? Can we add to it or change it? Add a Perlin noise or custom vel? Vex or Vops? Maybe effected by a POP sim? Or is it hard coded?
Cheers!
How is the noise calculated? Can we add to it or change it? Add a Perlin noise or custom vel? Vex or Vops? Maybe effected by a POP sim? Or is it hard coded?
Cheers!
Technical Discussion » Flip Splash leaves little drops almost static in the air
- HM_2020
- 43 posts
- Offline
I still say this is some bug, never really had this issue in DOP version of FLIP before. (except as I said, sometimes if you key activation in some sources, it would make strange things like this happen.)
Can you rebuild it in 18.5 or just not a SOP in 19 and see?
Can you rebuild it in 18.5 or just not a SOP in 19 and see?
Edited by HM_2020 - Sept. 19, 2022 15:42:43
Technical Discussion » Flip Splash leaves little drops almost static in the air
- HM_2020
- 43 posts
- Offline
Yeah that seems like a bug, although I've had weird stuff like this when you cut Activation like you are doing (tried without still had problems in your scene)
Rebuild it all the old DOP method and see... the new SOPS do have a ton of nodes going on under the hood that maybe is causing the problem, so could be a bug.
Rebuild it all the old DOP method and see... the new SOPS do have a ton of nodes going on under the hood that maybe is causing the problem, so could be a bug.
Edited by HM_2020 - Sept. 14, 2022 08:14:41
Technical Discussion » Voronoi fracture messed up geometry
- HM_2020
- 43 posts
- Offline
Houdini Lounge » Solving updating geometry in Vellum solver
- HM_2020
- 43 posts
- Offline
try this method - https://youtu.be/qAraO2E-v84?t=1314 [youtu.be]
or look into Sop Solvers and Constraint Properties node to change things over time.
or look into Sop Solvers and Constraint Properties node to change things over time.
Technical Discussion » Vellum Balloon return to original shape / size
- HM_2020
- 43 posts
- Offline
yes, 19.5... and just play with the settings to squash less, I was just quickly playing with it to show you it works.
Technical Discussion » Vellum Balloon return to original shape / size
- HM_2020
- 43 posts
- Offline
Technical Discussion » Vellum Balloon return to original shape / size
- HM_2020
- 43 posts
- Offline
Technical Discussion » RFE - Mantra - Exclusive AOVs - Display subsets
- HM_2020
- 43 posts
- Offline
Did this ever become possible? Would love to use holdouts for several AOVs but exclude them from Pz(depth)!! Any way to? Cheers!
Technical Discussion » Strange random whitewater particles scattered on FLIP sim
- HM_2020
- 43 posts
- Offline
Technical Discussion » Houdini 16 Extended Ocean - Displacement Baking
- HM_2020
- 43 posts
- Offline
ZTZML
I was trying to bake the large ocean displacement map through Img network using ROP File Output node. When I baked each of the displacement map for single oceanspectrum, the map was seamless. But when I enabled "Bake All Displacements to One Layer", the final displacement map was not seamless. How can I get the seamless displacement map for multiple merged oceanspectrum?
Ever find a way? Cheers
Edited by HM_2020 - Jan. 4, 2022 19:01:25
Technical Discussion » One mutation every frame and a Vellum sim needed but ..?
- HM_2020
- 43 posts
- Offline
vinyvinceok and again, what does that mean?! you want some sort of preroll for the cables to settle into a position? for a jacket? how long of a vellum sim? you mean like the Drape node, each time a random character is made?
Now i also need a vellum sim for each mutation, so each frame.
again why not just bake out 100 frames of random characters, and just do a vellum sim per character?
I still am not sure what vellum sim you need?
Technical Discussion » Point deform not working on edge fractured vellum object.
- HM_2020
- 43 posts
- Offline
ok, well you just repeated your first post instead of answering mine. So, did you pre tear the high res geo also? If not it CANT tear, how could it?!
Technical Discussion » One mutation every frame and a Vellum sim needed but ..?
- HM_2020
- 43 posts
- Offline
Technical Discussion » Point deform not working on edge fractured vellum object.
- HM_2020
- 43 posts
- Offline
-
- Quick Links