Hey all,
I spun my wheels today on a problem and I want to ask if anyone might have some experience with my issue.
I have to match some in-camera dirt/pyro explosions, and for the life of me I couldn't get my explosions to match the animation of the in-camera ones.
The in-camera explosions are buried a foot or two underground and explode mostly up and a little out 90-75 degrees from the ground. It's a mixture of dirt and pyro. I think an air canon does most of the velocity but there is definitely some pryo in there. It doesn't need any debris rendered. But a I'm adding in a few streakies shooting out. All densities of light brown dirt, fire and smoke. Mostly dirt.
My biggest issue was getting the shape of the explosion in the speed the in-camera. In 5 frames the explosion reaches about 10-15 feet high, and has begun to mushroom. In that five frame, there are alot of spikey tips rushing out. Once the explosion starts to mushroom, and all the combustion, dissipates, all that crazy velocity is spent and the shape mover much slower and starts to waft away in the wind.
I can't seem to get it there in that speed. I know it sounds funky but these are real “movie” explosions. I'm not describing something fake.
I guess it's mostly that I don't know how to match the extremes in velocity changes. Crazy fast in 5 frames, then normal speed and definitely not getting much more vertical.
Any suggestions or interesting setups that might illuminate my path would be very appreciated.
If this is confusing, please feel free to ask me any questions.
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Technical Discussion » Help matching some dirt explosions
- hibatchi
- 65 posts
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Technical Discussion » DOP viewport issue
- hibatchi
- 65 posts
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Hey everyone,
I'm having a problem viewing pyro, velocities, visualization guides, particles and basically everything inside of DOPs.
The studio is using a earlier version of 14.
Once the fields, points, densities are imported out of DOPs back into SOP, the objects become visible.
It isn't a scene view issue. I've made new ones and it doesn't help the issue. I've tried adding the nodes into a new scene and that doesn't help.
Has anyone come across this before and have any suggestions?
Thanks,
Billy
I'm having a problem viewing pyro, velocities, visualization guides, particles and basically everything inside of DOPs.
The studio is using a earlier version of 14.
Once the fields, points, densities are imported out of DOPs back into SOP, the objects become visible.
It isn't a scene view issue. I've made new ones and it doesn't help the issue. I've tried adding the nodes into a new scene and that doesn't help.
Has anyone come across this before and have any suggestions?
Thanks,
Billy
Technical Discussion » path to fonts for hwatermark question
- hibatchi
- 65 posts
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I could use some help. I'm trying to use the hwatermark expression, and I got it to work with one strange issue that I was wondering if someone could help me iron out.
Right now, I have to write out the explicit path to the fonts for the watermark.
“$HH/fonts/DejaVuSans” doesn't work for me.
Oddly enough, when I use $HH to find the fonts folder and its contents from the File/Open drop down, it finds the correct folder just fine.
Am I using the $HH path incorrectly in the longer expression for the hwatermark?
Right now, I have to write out the explicit path to the fonts for the watermark.
“$HH/fonts/DejaVuSans” doesn't work for me.
Oddly enough, when I use $HH to find the fonts folder and its contents from the File/Open drop down, it finds the correct folder just fine.
Am I using the $HH path incorrectly in the longer expression for the hwatermark?
Technical Discussion » How to create an infinite ocean with Ocean FX?
- hibatchi
- 65 posts
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Technical Discussion » How to create an infinite ocean with Ocean FX?
- hibatchi
- 65 posts
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I'm doing some ocean DEV work, and for the life of me, I can't seem to find any workflows out there for creating a large scale ocean surface extending out the horizon. I definitely see people have done it, but can't find any work flows for making one with the shelf tools without making the largest mesh ever.
There has to be an instancing trick somewhere, right?
This is definitely one of those “I feel like I missed something obvious here” moments.
Any help is greatly appreciated
Thanks
There has to be an instancing trick somewhere, right?
This is definitely one of those “I feel like I missed something obvious here” moments.
Any help is greatly appreciated
Thanks
Technical Discussion » Clipping issue
- hibatchi
- 65 posts
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So I've had this problem for a while that looks like a clipping plane issue, but manipulating the clipping planes on both the display options and the camera options itself don't seem to change the clipping.
Oddly enough the clipping doesn't seem to be based on distance. If I zoom in or out from the object being clipped, the clipping location does not change. It kinda changes when I translate, but still exists.
The clipping exists in both OGL and Render. It's very confusing to wrap my head around.
Creating a new scene view does not help.
Anyone run into this before, and know how to correct it?
Oddly enough the clipping doesn't seem to be based on distance. If I zoom in or out from the object being clipped, the clipping location does not change. It kinda changes when I translate, but still exists.
The clipping exists in both OGL and Render. It's very confusing to wrap my head around.
Creating a new scene view does not help.
Anyone run into this before, and know how to correct it?
Technical Discussion » How to put the Enviroment Light samples into the indirect
- hibatchi
- 65 posts
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I'll have to run a frame test to see if that will equal the beauty, but it seems to have worked!
Thanks!
Thanks!
Technical Discussion » How to put the Enviroment Light samples into the indirect
- hibatchi
- 65 posts
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Technical Discussion » How to put the Enviroment Light samples into the indirect
- hibatchi
- 65 posts
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I changed the environment light to “Raytracing Background” and added the word “emission” to the Export Components field.
In the Render View display, a direct-emission and indirect emission component were created, but the render is black.
Is there another checkbox somewhere I'm mission to include emission?
In the Render View display, a direct-emission and indirect emission component were created, but the render is black.
Is there another checkbox somewhere I'm mission to include emission?
Technical Discussion » How to put the Enviroment Light samples into the indirect
- hibatchi
- 65 posts
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Hey,
I was wondering if it's possible to get the lighting contribution from the Environment Light into the Indirect rather than the Direct for better compositing purposes.
I tried switching the “Rendering Mode” but it didn't add the samples in the Indirect.
Any ideas?
Thanks
I was wondering if it's possible to get the lighting contribution from the Environment Light into the Indirect rather than the Direct for better compositing purposes.
I tried switching the “Rendering Mode” but it didn't add the samples in the Indirect.
Any ideas?
Thanks
Houdini Lounge » Advice on speeding up IFD rendering
- hibatchi
- 65 posts
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Houdini Lounge » Advice on speeding up IFD rendering
- hibatchi
- 65 posts
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PACKED PRIMITIVES FOR THE WIN!!!!! That took my IFD render time down from 2 hours to 2 minutes!!!
Life saver. Thanks again.
Life saver. Thanks again.
Houdini Lounge » Advice on speeding up IFD rendering
- hibatchi
- 65 posts
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By instancing, are you guys talking about having multiple interactive licenses going? Or is there another way “instance” houdini without taking another interactive license?
Thanks for the help!
Billy
Thanks for the help!
Billy
Houdini Lounge » Advice on speeding up IFD rendering
- hibatchi
- 65 posts
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I'm pretty new to the IFD game, and I have a scene with high point cache in it. The IFD rendering is murdering me, and I can assume that is coming from the crazy high amount of particle position it has to write out.
I was wondering if anyone had any advice for speeding up the IFD render process, because right now it is going very slowly. Like 2 hours a frame slow.
I'm rendering the IFDs locally to a server for farm rendering later. It doesn't seem like my CPUs are being used at all. CPU usage is 0 or 1 percent most of the time.
Is this normal for writing IFDs with a lot of points?
Any help would be great, even if it is, “Yeah man, that's how it goes.”
I was wondering if anyone had any advice for speeding up the IFD render process, because right now it is going very slowly. Like 2 hours a frame slow.
I'm rendering the IFDs locally to a server for farm rendering later. It doesn't seem like my CPUs are being used at all. CPU usage is 0 or 1 percent most of the time.
Is this normal for writing IFDs with a lot of points?
Any help would be great, even if it is, “Yeah man, that's how it goes.”
Houdini Lounge » IFD and displacement mantra render issue
- hibatchi
- 65 posts
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Houdini Lounge » IFD and displacement mantra render issue
- hibatchi
- 65 posts
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It is a UNC path, so it's a share name for the network. At least that's what I'm being told.
Houdini Lounge » IFD and displacement mantra render issue
- hibatchi
- 65 posts
- Offline
Hey all,
I'm trying to trouble shoot a render issue. We are trying to set up our Houdini render farm and we are running into an issue.
I put the standard ocean tool in a scene and made IFDs from it. Sent that to the farm. The mantra render nodes, ignored the displacement “.pic” sequence and the ocean came out flat for 240 frames.
We busted the IFD open in a text editor and all the paths to the “pic” sequence are correct. But we can't figure out why the displacement is being ignored.
When the scene is rendered in an interactive license, the displacement renders fine.
Any suggestions?
Thanks,
Billy
I'm trying to trouble shoot a render issue. We are trying to set up our Houdini render farm and we are running into an issue.
I put the standard ocean tool in a scene and made IFDs from it. Sent that to the farm. The mantra render nodes, ignored the displacement “.pic” sequence and the ocean came out flat for 240 frames.
We busted the IFD open in a text editor and all the paths to the “pic” sequence are correct. But we can't figure out why the displacement is being ignored.
When the scene is rendered in an interactive license, the displacement renders fine.
Any suggestions?
Thanks,
Billy
Technical Discussion » How Bake Camera Animation
- hibatchi
- 65 posts
- Offline
Technical Discussion » How Bake Camera Animation
- hibatchi
- 65 posts
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Hi,
I have a camera with animation on it, as well as a parented null plugged in above with animation on it.
I need to bake the animation down to a single camera for export out to another program.
Can anyone lead me in a good direction?
Thanks
I have a camera with animation on it, as well as a parented null plugged in above with animation on it.
I need to bake the animation down to a single camera for export out to another program.
Can anyone lead me in a good direction?
Thanks
Technical Discussion » Sand Pile collapsing in on itself
- hibatchi
- 65 posts
- Offline
I'm having trouble using the grain tools. I have to cover a logo with a pile of sand and then have to sand blow away to reveal the logo.
My problem comes when I try to sim the sand pile over the logo geo. Once I turn the particle separation very high to a photo real level, the sand collapses in on itself.
After some trial and error I found that the jitter scale is what causes initial the instability. If the grains stay ordered in rows, the sand pile holds. As soon as I jitter the position it collapses. Unfortunately, I need the position jitter for realism. I went through the docs example for creating a stable pile, but it doesn't work well at high separation (or the best of my ability
The constraints and other attributes can help hold the pile together, but they end up looking like jello trying to hold itself together.
Basically I need some help creating piles of sand, covering geo, and still simulates like dry or loose sand. (it's a desert enviroment).
Any ideas would be greatly appreciated.
My problem comes when I try to sim the sand pile over the logo geo. Once I turn the particle separation very high to a photo real level, the sand collapses in on itself.
After some trial and error I found that the jitter scale is what causes initial the instability. If the grains stay ordered in rows, the sand pile holds. As soon as I jitter the position it collapses. Unfortunately, I need the position jitter for realism. I went through the docs example for creating a stable pile, but it doesn't work well at high separation (or the best of my ability
The constraints and other attributes can help hold the pile together, but they end up looking like jello trying to hold itself together.
Basically I need some help creating piles of sand, covering geo, and still simulates like dry or loose sand. (it's a desert enviroment).
Any ideas would be greatly appreciated.
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