hi
Use a Point VOP, which is actually an Attribute VOP.
J
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Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- JasonSlab
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Work in Progress » Custom Pyroclastic Solver | Volumes WIP
- JasonSlab
- 1533 posts
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Houdini Lounge » Houdini Roadmap video
- JasonSlab
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Really interested to see some of the improvements, like Mantra startup speed for one, and FEM muscles, this is just awesome, I wonder if with this if we will see a speed improvement in the solver, maybe even usable cloth!!
I'm really looking forward to getting my hands on this!
I'm really looking forward to getting my hands on this!
Houdini Lounge » First commercial done in Houdini
- JasonSlab
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Nice one Werner and the team, great to see other studios in SA using the power of Houdini!
Houdini Lounge » Great work on the AICP spot Tomas!
- JasonSlab
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Houdini Lounge » Considering renaming Journal to Changelog
- JasonSlab
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Houdini Lounge » FORUM DARK THEME
- JasonSlab
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Technical Discussion » fuzzy logic state transitions
- JasonSlab
- 1533 posts
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Hi
I'm trying to get my head around using fuzzy logic to change states.
I want to change states off particle proximity, so when
agents are close set to walk, when
agents are medium dist, set to jog, and when
agents are far, set to run.
I've got this to sort of work with two states, walk when close and jog when far, but I'm not sure how add the third state. By default the fuzzy logic is outputting a boolean, I'm guessing there must be a better way using crisp values?
Any Ideas of a good workflow?
I've started out using the fuzztransition example
I'm trying to get my head around using fuzzy logic to change states.
I want to change states off particle proximity, so when
agents are close set to walk, when
agents are medium dist, set to jog, and when
agents are far, set to run.
I've got this to sort of work with two states, walk when close and jog when far, but I'm not sure how add the third state. By default the fuzzy logic is outputting a boolean, I'm guessing there must be a better way using crisp values?
Any Ideas of a good workflow?
I've started out using the fuzztransition example
Houdini Lounge » Mantra surface shader metallic setting
- JasonSlab
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The Surface Model seems to be a general shader that users can umm pretty much break! It's a bit of a bugbear of mine, I don't need to be spending hours pushing and pulling sliders trying to get a shader to look right.
I'm hoping the SideFX implements the extended Disney shader in the next version, so I can stop using the Surface model!
http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.pdf [blog.selfshadow.com]
So for now, if your doing something like a Metallic surface I would use the Principled Shader.
I'm hoping the SideFX implements the extended Disney shader in the next version, so I can stop using the Surface model!
http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.pdf [blog.selfshadow.com]
So for now, if your doing something like a Metallic surface I would use the Principled Shader.
Technical Discussion » foam/bubbles heavyness
- JasonSlab
- 1533 posts
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are you referring to the whitewater source when writing out? or the whitewater simulation?
Deleting out attributes you don't need is a good idea, you could also try reduce the depth of the whitewater emission area to reduce bubble emission in the sim, I find the bubble emission to be quite aggressive.
Deleting out attributes you don't need is a good idea, you could also try reduce the depth of the whitewater emission area to reduce bubble emission in the sim, I find the bubble emission to be quite aggressive.
Houdini Lounge » Whitewater Memory Leaks
- JasonSlab
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Just wondering, have you looked at the Performance Monitor to see which node is using the most memory?
Technical Discussion » Request: PhysBam Multi-physics integration (for option 2.)
- JasonSlab
- 1533 posts
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the question is, is it really faster in general?
what specific areas are fast? cloth?fluids? etc..
what specific areas are fast? cloth?fluids? etc..
Houdini Lounge » POP slide/creep? H13
- JasonSlab
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Hi
I'm trying to set-up a particle system where particles flow around geometry, sort of like your typical rain drop system.
I kind of imagined that POP Collision Detect set to slide would do the trick, guess not though.. I've also messed around with POP Attract, but I'm not really getting the expected results.
Prior to H13 with the old POPs I would use creep or cling.
am I missing something??
thx
Jason
I'm trying to set-up a particle system where particles flow around geometry, sort of like your typical rain drop system.
I kind of imagined that POP Collision Detect set to slide would do the trick, guess not though.. I've also messed around with POP Attract, but I'm not really getting the expected results.
Prior to H13 with the old POPs I would use creep or cling.
am I missing something??
thx
Jason
Houdini Lounge » cvex_bsdf help
- JasonSlab
- 1533 posts
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hi
anyone got a simple cvex_bsdf diffuse example for H13 to share?
I want to get the idea of the general workflow in combining the cvex eval/sample functions.
thx
J
anyone got a simple cvex_bsdf diffuse example for H13 to share?
I want to get the idea of the general workflow in combining the cvex eval/sample functions.
thx
J
Technical Discussion » Whitewater, foam shading and rendering
- JasonSlab
- 1533 posts
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Technical Discussion » Whitewater, foam shading and rendering
- JasonSlab
- 1533 posts
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Hi
I'd consider using a particle render with a shader that has specular reflection and diffuse, after-all white water is tiny drops of water, I find that spec reflection helps give it a more natural look. I used a similar set-up with this: https://vimeo.com/33588272 [vimeo.com]
jason
I'd consider using a particle render with a shader that has specular reflection and diffuse, after-all white water is tiny drops of water, I find that spec reflection helps give it a more natural look. I used a similar set-up with this: https://vimeo.com/33588272 [vimeo.com]
jason
Technical Discussion » FLIP: stick control field
- JasonSlab
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ahh great, thanks for this.
would be nice if the docs where a little more clear on where you need to add the field!!
thx again
Jason
would be nice if the docs where a little more clear on where you need to add the field!!
thx again
Jason
Technical Discussion » FLIP: stick control field
- JasonSlab
- 1533 posts
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Hi
I'm tying to created a spatially varying stick field using flips built in control field, I'm however not to sure on how to source the field. I take it the stick is a float attribute? what SOP to DOP bindings do I need to setup? and is this plugged into the sourcing input of the flip solver?
I'm using the latest production build.
thx
Jason
I'm tying to created a spatially varying stick field using flips built in control field, I'm however not to sure on how to source the field. I take it the stick is a float attribute? what SOP to DOP bindings do I need to setup? and is this plugged into the sourcing input of the flip solver?
I'm using the latest production build.
thx
Jason
Houdini Lounge » Krakatoa SR : what do you think of it
- JasonSlab
- 1533 posts
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hi
I did some tests end of last year with a beta version of SR. mainly rendering naiad particles.
the main issues I have was the lack of control, like using attributes to drive values/colors etc..
As far as I understand 3dsmax users, use something called Magma to control Krakatoa attributes. I think this is similar to VOPS?
anyway, unless you got full control of your particles via Houdini it's kinda pointless to use.
for me using mantra is still way better, you don't have any motion blur/holdout issues between passes!
I did some tests end of last year with a beta version of SR. mainly rendering naiad particles.
the main issues I have was the lack of control, like using attributes to drive values/colors etc..
As far as I understand 3dsmax users, use something called Magma to control Krakatoa attributes. I think this is similar to VOPS?
anyway, unless you got full control of your particles via Houdini it's kinda pointless to use.
for me using mantra is still way better, you don't have any motion blur/holdout issues between passes!
Houdini Lounge » Facilities using Mantra
- JasonSlab
- 1533 posts
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