Hi everyone,
Is it possible to use the output of pop network(or any other dop network) as static object in another dop network?
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Technical Discussion » Particles as Colliders
- fred_98
- 48 posts
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Technical Discussion » Question About VDB to Sphere
- fred_98
- 48 posts
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Hi everybody,
Why is it that the sphere resulting from the VDB to Sphere node change in size and place(and distribution maybe) during the animation and is there a way to make them static for moving base object?
Why is it that the sphere resulting from the VDB to Sphere node change in size and place(and distribution maybe) during the animation and is there a way to make them static for moving base object?
Technical Discussion » Mixing Fluids
- fred_98
- 48 posts
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May I ask in general what should I do in order to mix two fluids? I want to achieve what is being shown in this clip but I do not know how to start (even though I am familiar in general how to use dop network and flip solver).
Thanks in advance
Thanks in advance
Technical Discussion » Mixing Fluids
- fred_98
- 48 posts
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Hi everybody,
The following tutorial is using older version of source volume. What is the new way of doing the thing done around time 3:28?
https://www.youtube.com/watch?v=DWxcfZMsZW8&t=5s [www.youtube.com]
The following tutorial is using older version of source volume. What is the new way of doing the thing done around time 3:28?
https://www.youtube.com/watch?v=DWxcfZMsZW8&t=5s [www.youtube.com]
Technical Discussion » Houdini Spherical Pyro VDBs Flickering in Karma Render
- fred_98
- 48 posts
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Sorry a bit late but did you use any denoiser?
I had a similar question about reflective objects flickering and I did not get any answer.
Please share your thoughts if you have found any solution.
I had a similar question about reflective objects flickering and I did not get any answer.
Please share your thoughts if you have found any solution.
Technical Discussion » Reflective Objects Flickering and How to Fix It
- fred_98
- 48 posts
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Hi everybody,
I have a very simple scene that a shiny object(with silver or chrome type material) moves and when I render (in mantra or karma) there is a noticeable flickering that goes through its surface. I have tried to change sampling and denoising and following instructions for clean renders but the problem does not go away.
I am not sure whether flickering is the right word but it looks something like waves on the surface of shiny metal.
Is it a common issue? Is it possible to do something about it? (sorry I can not share the scene file).
Thanks for your attention.
I have a very simple scene that a shiny object(with silver or chrome type material) moves and when I render (in mantra or karma) there is a noticeable flickering that goes through its surface. I have tried to change sampling and denoising and following instructions for clean renders but the problem does not go away.
I am not sure whether flickering is the right word but it looks something like waves on the surface of shiny metal.
Is it a common issue? Is it possible to do something about it? (sorry I can not share the scene file).
Thanks for your attention.
Technical Discussion » Forcing Particles to Follow a Path Dynamically
- fred_98
- 48 posts
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Using path deform seems to do 50 percent of what I am looking for but it ends up with jittery motion and I am trying to smooth the behavior but I have not found anything yet.
Is there any suggestion to make particles follow smoothly?
Can pop attract help in these situations?
Is there any suggestion to make particles follow smoothly?
Can pop attract help in these situations?
Edited by fred_98 - Feb. 11, 2024 20:07:13
Technical Discussion » Forcing Particles to Follow a Path Dynamically
- fred_98
- 48 posts
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Hi friends,
May I please ask How I can force particles to follow a curve and be affected also with the noise and other pop forces?
For my purpose I tried to pop steer path(instead of pop curve force which is a bit difficult for my task to control) and it works very well but the motion is static. Then I added some noise (pop force)but that causes particles to leave the path and never come back.
How would you suggest to get particles to stick to the curve but also dancing(angulating???) dynamically around it as if there is wind?
Thanks a lot for your attention.
May I please ask How I can force particles to follow a curve and be affected also with the noise and other pop forces?
For my purpose I tried to pop steer path(instead of pop curve force which is a bit difficult for my task to control) and it works very well but the motion is static. Then I added some noise (pop force)but that causes particles to leave the path and never come back.
How would you suggest to get particles to stick to the curve but also dancing(angulating???) dynamically around it as if there is wind?
Thanks a lot for your attention.
Technical Discussion » Expanding or Shrinking a Helix Using Peak
- fred_98
- 48 posts
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Thanks a lot,
Can I also get the same result using vex(for educational purposes)? please.
Can I also get the same result using vex(for educational purposes)? please.
Technical Discussion » Expanding or Shrinking a Helix Using Peak
- fred_98
- 48 posts
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Sorry for not giving enough details but I am not interested only in the result. I want to learn the process of assigning normal vectors to helical shapes (and other non-uniform curved objects in future).
Technical Discussion » Expanding or Shrinking a Helix Using Peak
- fred_98
- 48 posts
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Hi guys,
I guess that if I want to use the peak sop on a helix (that I have no control over the parameters of it) in order to expand it radially then I need to set the normal vectors by using the cross product of the point velocity between two consecutive points and one more cross product between the resulting vector and the velocity vector of one of those two points. Am I right or wrong? If I am right then would you please help me with the vex code for that?
I guess that if I want to use the peak sop on a helix (that I have no control over the parameters of it) in order to expand it radially then I need to set the normal vectors by using the cross product of the point velocity between two consecutive points and one more cross product between the resulting vector and the velocity vector of one of those two points. Am I right or wrong? If I am right then would you please help me with the vex code for that?
Edited by fred_98 - Feb. 8, 2024 15:54:15
Technical Discussion » Pop Grains with different mass
- fred_98
- 48 posts
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Hi everybody,
How can I vary the mass for grains? I assign point wrangle after grainsource and try to alter the mass (or even density) parameter and it does not seem to change the weight.
Is it totally wrong?
How can I vary the mass for grains? I assign point wrangle after grainsource and try to alter the mass (or even density) parameter and it does not seem to change the weight.
Is it totally wrong?
Technical Discussion » Time equivalent of mountain sop in new attribute noise
- fred_98
- 48 posts
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Still not able to do what is being discussed here. May I please ask for a simple hip file?
Technical Discussion » A question for attribute noise
- fred_98
- 48 posts
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Go to Windows/Asset Manager and under the Configuration change the Asset Definition to Show Menu Always. This will allow you to change the version of the tools to their older ones. In your case you can revert to attribnoise (instead of attrib noise 2.0) in Asset Name and Path part of the sop.
Technical Discussion » Time equivalent of mountain sop in new attribute noise
- fred_98
- 48 posts
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thanks for the answer, unfortunately I could not do it.
I am trying to use the time parameter of the mountain sop to vary the shape of the deformation for each objects that are copied to scattered points and I aim to use the time parameter and change it by the iteration attribute of the foreach. I don`t know how to use your instructions for this purpose.
May I please ask for more help?
I am trying to use the time parameter of the mountain sop to vary the shape of the deformation for each objects that are copied to scattered points and I aim to use the time parameter and change it by the iteration attribute of the foreach. I don`t know how to use your instructions for this purpose.
May I please ask for more help?
Technical Discussion » Time equivalent of mountain sop in new attribute noise
- fred_98
- 48 posts
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Happy new year everybody,
There was a time option in old mountain sop. what is the equivalent of it in new mountain(or attribute noise 2.0) please?
There was a time option in old mountain sop. what is the equivalent of it in new mountain(or attribute noise 2.0) please?
Technical Discussion » Unable to select point/primitive inside of SOP Solver
- fred_98
- 48 posts
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Hi everybody,
I have a problem with Houdini 20 apprentice that when I want to group select part of an object inside of sop solver it does not work. when I type something in the Group part of the sop manually it is fine but direct selection is not possible.
Any help please?
I have a problem with Houdini 20 apprentice that when I want to group select part of an object inside of sop solver it does not work. when I type something in the Group part of the sop manually it is fine but direct selection is not possible.
Any help please?
Technical Discussion » Background Image Interacting with the Scene
- fred_98
- 48 posts
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Thanks and forgive me for not giving enough detail but the background image is actually a sequence and the scene is camera tracked according to those. Then your solution will not help, right? Or I am totally wrong?
Technical Discussion » Background Image Interacting with the Scene
- fred_98
- 48 posts
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Hi everybody,
Is there a way to get volumetric effect (or a bright geometry) illuminate the background image of the scene?
If the answer is yes then how?
Thanks
Is there a way to get volumetric effect (or a bright geometry) illuminate the background image of the scene?
If the answer is yes then how?
Thanks
Technical Discussion » Changes in Houdini Crowd (Following an old tutorial)
- fred_98
- 48 posts
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If I can add to my question: Has anyone here ever done the mentioned tutorial? Is it obsolete now?
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