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Houdini Lounge » weird artifact with timeblend +timewarp on FLIP
- mosssi
- 51 posts
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Yes, you should in flipsolver active add ID attribute in case that you want timeblend it.
Work in Progress » rocket smoke
- mosssi
- 51 posts
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This is a massive smoke. nice work. :shock:
Except smoke color that is unnatural I think edges of smoke is too dense and as you said needs more disturbance to fade in the environment.
good luck
Except smoke color that is unnatural I think edges of smoke is too dense and as you said needs more disturbance to fade in the environment.
good luck
Technical Discussion » Helicopter dust method
- mosssi
- 51 posts
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Hi forum
I'm trying to achieve a helicopter dust raise and this is what I reached for curly dust layer more or less and I want to add another layer of dust simulation for horizontal movement after that.
https://vimeo.com/147492383 [vimeo.com]
I used an arena shaped geometry to create velocity volume and advect some particle with this velocity field. and at last I simulate this volume from particles that has this arena shape already without extra advection, just some turbulence and disturbance. But as you see this so smooth in the base and has more noise at the ends and this is annoying.
So after reading some related threads in forum, I start to think if I'm wrong. maybe I should advect particles with volume instead. actually I want to know best approaches for creating similar effect.
Thanks in advance
I'm trying to achieve a helicopter dust raise and this is what I reached for curly dust layer more or less and I want to add another layer of dust simulation for horizontal movement after that.
https://vimeo.com/147492383 [vimeo.com]
I used an arena shaped geometry to create velocity volume and advect some particle with this velocity field. and at last I simulate this volume from particles that has this arena shape already without extra advection, just some turbulence and disturbance. But as you see this so smooth in the base and has more noise at the ends and this is annoying.
So after reading some related threads in forum, I start to think if I'm wrong. maybe I should advect particles with volume instead. actually I want to know best approaches for creating similar effect.
Thanks in advance
Technical Discussion » How to use "rotate" function in wrangle?
- mosssi
- 51 posts
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float angle = 0.8;
matrix rot = ident();
vector axis = {0,1,0};
rotate(rot, angle , axis);
vector rotateP = @P * rot;
@P = rotateP;
//angle is in Radian
this is for rotating object
matrix rot = ident();
vector axis = {0,1,0};
rotate(rot, angle , axis);
vector rotateP = @P * rot;
@P = rotateP;
//angle is in Radian
this is for rotating object
Houdini Learning Materials » Question??? about fill the closed curve with a circle
- mosssi
- 51 posts
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Houdini Learning Materials » Question??? about fill the closed curve with a circle
- mosssi
- 51 posts
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Houdini Learning Materials » Question??? about fill the closed curve with a circle
- mosssi
- 51 posts
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mestelaHi mestela.
Here's a way by feeding density to scatter, and using its ability to output pscale.
I did it from another way and by adding your method I think we can reach the desired effect. but I need some more time.
And I didn't know that scatter sop gives pscale itself ops:
Technical Discussion » partition vdb generation
- mosssi
- 51 posts
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nranmosssi
for example hundreds of millions of points, but i don't want to make then into different groups
sorry, I don't understand your situation. Maybe if you upload a sample scene I could help you with.
Technical Discussion » partition vdb generation
- mosssi
- 51 posts
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What exactly are partitions that you want to be procedural? I considered you have your clusters. Do you mean something like voroni fracture pieces?
Houdini Learning Materials » Question??? about fill the closed curve with a circle
- mosssi
- 51 posts
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Wow, it's a nice picture. about your question, yes you can fill a closed curve with points with scatter sop and give them random pscale with point sop. and about intersection I don't know a pre-made tool for that, maybe there is. my way is a little complicated.
with a point vop and some point cloud functions you can force points to take certain distance from each others based on pscale (your circle radius). but as I told this method needs some time to setup. I try it because I like the look and if I reached something useful I will send it here.
by the way maybe there is a software like AI for doing this particular effect.
with a point vop and some point cloud functions you can force points to take certain distance from each others based on pscale (your circle radius). but as I told this method needs some time to setup. I try it because I like the look and if I reached something useful I will send it here.
by the way maybe there is a software like AI for doing this particular effect.
Houdini Learning Materials » Render Cd on UV Texture in Houdini 15
- mosssi
- 51 posts
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Hi
I googled for rendering Cd in UV space for baking procedural textures to maps, but all I found was using some parameter (UV Render Object) in mantra that I cant find in Houdini 15. Can anyone explain me a doable method in H15 or kindly make a simple example file?
Thank you
I googled for rendering Cd in UV space for baking procedural textures to maps, but all I found was using some parameter (UV Render Object) in mantra that I cant find in Houdini 15. Can anyone explain me a doable method in H15 or kindly make a simple example file?
Thank you
Technical Discussion » partition vdb generation
- mosssi
- 51 posts
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That's really the same procedure. you can make a name attribute for your different partitions and with apolycap and a vdbfrompolygan in a foreach loop merge the differret vdbs or manually by using a blast node then converting then merging.
Houdini Indie and Apprentice » volume display problem
- mosssi
- 51 posts
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Yes I have this too on my GTX 960 with 359.00 driver and its really annoying. we should report to sidefx for this.
Technical Discussion » Mantra surface shader - mirror refl. with roughness <=0.3
- mosssi
- 51 posts
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Technical Discussion » Viewport and selection going crazy
- mosssi
- 51 posts
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Hi
About vertigo effect I'm not sure, mine does it too. You can go back to home by pressing space + g or extremely by creating a new scene view.
About selecting and transformation, you should know that only nodes with transform parameters can be moved by a handle. for example when you select a transform sop, by pressing Enter in view-port couple of times you access to handles, but when you are selecting a point sop there's no transform parameter in there, so you doesn't have the handles. and when you select an object in scene by dragging and press T you just add an edit sop which has transform on it but this isn't a good way for transforming whole object.
About vertigo effect I'm not sure, mine does it too. You can go back to home by pressing space + g or extremely by creating a new scene view.
About selecting and transformation, you should know that only nodes with transform parameters can be moved by a handle. for example when you select a transform sop, by pressing Enter in view-port couple of times you access to handles, but when you are selecting a point sop there's no transform parameter in there, so you doesn't have the handles. and when you select an object in scene by dragging and press T you just add an edit sop which has transform on it but this isn't a good way for transforming whole object.
Technical Discussion » Mantra surface shader - mirror refl. with roughness <=0.3
- mosssi
- 51 posts
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I think the parameter that imports roughness from user is disabled by default. I replaced it with a new parameter and it works fine. that's maybe for the expression in disable when field. and also when you check use this node to set parameter its ok. but really why, I don't understand.
Technical Discussion » Mantra surface shader - mirror refl. with roughness <=0.3
- mosssi
- 51 posts
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I didn't noticed that
Yes you are right, the 0.3 is exactly the 0 roughness. so this is probably a bug. let me dive inside to check why.
and I'm on Houdini 15.0.301 so that's strange if they didn't noticed that.
Yes you are right, the 0.3 is exactly the 0 roughness. so this is probably a bug. let me dive inside to check why.
and I'm on Houdini 15.0.301 so that's strange if they didn't noticed that.
Houdini Learning Materials » Flip and Gravity force subsampling frame issue
- mosssi
- 51 posts
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You can add your substep here too, on your dop network node itself. but the stepping issue is pretty natural and you can fix it from your source. if you using a circle with some points scattered on it you should add a point jitter sop in a specific direction to reduce this issue.
Technical Discussion » Mantra surface shader - mirror refl. with roughness <=0.3
- mosssi
- 51 posts
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Technical Discussion » Mantra surface shader - mirror refl. with roughness <=0.3
- mosssi
- 51 posts
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Your mantra surface metallic parameter is set to 1 and this the cause, (on reflect tab). maybe you saved this setting as default preset before, accidentally.
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