thanks dobin for the reply, it will be great if you could find the sample file in order to study the basic setup. In my attached hip file I have done the steps 1 and 2 but I am emitting from the particles smoke. I would like to see how you do the rest of the steps.
cheers
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Technical Discussion » Smoke trails in explosion
- csp
- 230 posts
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Technical Discussion » Smoke trails in explosion
- csp
- 230 posts
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Hi,
I would like to achieve the effect of smoke trails which are coming from the center of an explosion. I have already the explosion simulation. I tried by emitting from particles as you can see in the attached file, but I cant get them to look as good as this: http://img152.imageshack.us/img152/5454/sa6destructionff1.jpg [img152.imageshack.us]
http://i56.tinypic.com/34fhfnb.png [i56.tinypic.com]
http://i52.tinypic.com/2njhxfk.jpg [i52.tinypic.com]
any ideas or tips?
thanks in advance.
I would like to achieve the effect of smoke trails which are coming from the center of an explosion. I have already the explosion simulation. I tried by emitting from particles as you can see in the attached file, but I cant get them to look as good as this: http://img152.imageshack.us/img152/5454/sa6destructionff1.jpg [img152.imageshack.us]
http://i56.tinypic.com/34fhfnb.png [i56.tinypic.com]
http://i52.tinypic.com/2njhxfk.jpg [i52.tinypic.com]
any ideas or tips?
thanks in advance.
Houdini Lounge » showreel 2012
- csp
- 230 posts
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Hi guys,
I've put together my first serious showreel with some of the work I did during my BA in Computer Visualisation and Animation at Bournemouth University and wanted to share it. It includes my major project which was a solo project where Houdini12 was used for the entire production (modelling, UVs, shading, simulations, lighting and rendering) except of compositing where Nuke was used. I had to design a very interesting pipeline for shattering wood, simulations and rendering, a custom generic shader with extra passes and a custom tool to retime all kind of simulations.
https://vimeo.com/44055705 [vimeo.com]
You can find a higher quality version (HD 1080p) here:
http://www.youtube.com/watch?v=xXa4wo68tMU [youtube.com]
cheers
I've put together my first serious showreel with some of the work I did during my BA in Computer Visualisation and Animation at Bournemouth University and wanted to share it. It includes my major project which was a solo project where Houdini12 was used for the entire production (modelling, UVs, shading, simulations, lighting and rendering) except of compositing where Nuke was used. I had to design a very interesting pipeline for shattering wood, simulations and rendering, a custom generic shader with extra passes and a custom tool to retime all kind of simulations.
https://vimeo.com/44055705 [vimeo.com]
You can find a higher quality version (HD 1080p) here:
http://www.youtube.com/watch?v=xXa4wo68tMU [youtube.com]
cheers
Technical Discussion » paint smoke based on its velocity
- csp
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zdimaria
You should be able to use volumesample in the color parameters of a primitive sop.
http://www.sidefx.com/docs/houdini12.0/expressions/volumesample [sidefx.com]
thanks for the reply, but the volumesample takes x,y,z how I should use this to specify the x in R and y in G and the z in B of the color parameter in the primitive sop?
Technical Discussion » paint smoke based on its velocity
- csp
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hello, I want to paint a smoke fluid based on its velocity and use this in Nuke. I cant get the attributes to work with, so what I did is scatter points inside the volume and then use a trail SOP to compute velocity, then paint points based on the velocity using a Point SOP and at the end, I am using a attribute transfer to transfer the Cd attribute from the points back to the volume. It gives some interesting results but does not work to produce motion blur. Is there any other way to do that? In order to create the paint, I am using $VX,$VY,$VZ in the RGB values, is there any way to use the vel.x - vel.y and vel.z which are given with the smoke?
cheers
cheers
Technical Discussion » pixelated smoke on hiress
- csp
- 230 posts
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probably I have to start a new topic but in the files I have attached, smoke is emitted from points scattered on the interior faces on the fractured geometry in order to simulate the dust effect. By default the smoke is very thick, as a smoke should be but not a dust. How can I have more transparent, less density smoke. This can be controlled only from the shader?
Technical Discussion » pixelated smoke on hiress
- csp
- 230 posts
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thanks guys, it seems the volume filter has the most important role in this. Gaussian has the smoothest result and Blacman is the middle of Gaussian and Box Filter. But based on Andrew Clinton's tutorial https://vimeo.com/40300224 [vimeo.com] the new default boxfilter is the best choice of hiress fluids.
Technical Discussion » pixelated smoke on hiress
- csp
- 230 posts
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nikoDan
I thing it's a filtering problem; Did you try to switch your filter type on the import_pyro_build node with blackman filter ?
yes I did, it gets a bit better but still it look like sliced. It seems that has something to do with the shaders. I have attached image of another example, billowy smoke default setup with division size 0.05.
Technical Discussion » pixelated smoke on hiress
- csp
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I am using h12 and when I increase the resolution of pyro smoke by decreasing the Division Size (0.05) of the container, in the renderings the smoke is pixelated as you can see on the attached image. I dont have change much from the default shelf setup (billowy smoke). What I am doing wrong? Also I have attached the hip file.
Technical Discussion » rop geometry cpu
- csp
- 230 posts
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navefxi9089303
when I play a RBD simulation inside houdini it uses all the CPUs for calculations. When I want to save this simulation using rop_geometry SOP it uses only 1 processor. Is it possible to run and save the simulation on the background using more than one processor as you can do with mantra?
because the ROP Output Driver is using a wrote-file command.
and all wrote-file command like fstream / cflie only support single-thread.
watch carefully with your taskmanager.you will see the simulation step is multi-thread,and the saving file step is single-thread.
hope help.
cheers.
navefx
cheers navefx
Technical Discussion » exclude objects per image plane
- csp
- 230 posts
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grayOlorin
Hey which methodology are you using for your passes? if it is not takes, is it separate render engines or image planes in your VOPs?
the best thing to remember is that image planes are more material centric. You can do fancy stuff like adding a switch at the end to keep certain parts of a material from displaying, then driving with overrides, but this is not the best way to do it
You can also setup passes using rendering engines (ROP nodes). Simply create a ROP node for each pass, and in the object scope, point it to particular objects that object merge your geos. Then set each of those geometries that are using object merges to either be phantom or not depending on what you want to do in each pass (I think you may be able to force phantom per render engine, but I am not sure…)
I have done this in the past to setu texture bakes (i.e. occlusion) that require a certain mesh with a certain light
hope this helps!
Thanks for the reply. I use a combination of the three but what ever can be done with image planes, I go with that in order to save rendering time. I managed to have almost everything in passes by customizing the Mantra Surface shader. I use different ROPs to split big scenes in smaller parts with the help of takes. It seems that I should go with a new take here….
Technical Discussion » exclude objects per image plane
- csp
- 230 posts
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circusmonkey
You should be using Takes
Rob
yes this is my backup plan
I was looking for something more efficient.
Technical Discussion » exclude objects per image plane
- csp
- 230 posts
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I am using PBR and I am wondering if is it possible to exclude or include object per pass(image plane)? Something similar to the light list. For example, I want my foreground object to receiver indirect shadows from the background which are in phantom mode but not indirect diffuse. Because the background proxy geometry is in phantom I don't get indirect reflections but I get both indirect shadows and diffuse(color bleeding). Using the reflection mask to exclude the proxy from the foreground geometry will kill both. I thought that by turning the base color of proxy's shader to black will help but still kills both which make no sense, even the object is black can still cast indirect shadow to close objects.
any idea?
any idea?
Technical Discussion » reduce emitting smoke
- csp
- 230 posts
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zdimaria
All of this is now done with the fluid source sop and source volume dop.
I know but I but I count find this parameter or something that will help me control the amount of emission, I am going to have a look again. Thanks
Technical Discussion » reduce emitting smoke
- csp
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I am bit confused with h12, in H11 used to be a source apply node, which by way is till in docs but not in DOPs, with a Multiply Attribute parameter. I was using it to control the emitting amount of h smoke, reduce it or sop it. How can I do this in H12?
Technical Discussion » minmax min filter does not allow network rendering
- csp
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I was looking for hours to find where is the problem and my rendering, all of a sudden, never start when I am using -H mantra flag in order to render over the network. I just found that when ever I'm using the “minmax min” Pixel Filter (in an image plane or the main image) the rendering will never start and I am getting the following error for an random numbering of the machines I am using:
mantra: Network Error Unexpected sample tile header
I am using the latest stable build of Houdini 12 and because there is no much time, is there any way to fix this or do I have to render my motion passes separately in a single machine?
mantra: Network Error Unexpected sample tile header
I am using the latest stable build of Houdini 12 and because there is no much time, is there any way to fix this or do I have to render my motion passes separately in a single machine?
Technical Discussion » Shaders and textures in production?
- csp
- 230 posts
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Part 1:
Which shader do you think is the best to use for a production? I want it to be as fast as possible and I have been told that Mantra Surface is slowing down the rendering because of the displacement part inside the shader.
It's outdoor scene, HDRI lighting, there many wooden objects (so textures for color, displacements and light reflections), there are also few object reflected and refracted small models.
Is something I can modify or delete to make an existing shader faster?
Part 2:
I did some rendering over the network and is going really fast but there is some delay in order to start, I think it is because of the textures size, (4K), do you thing is too much that size of textures?
Also is it gonna help if I will combine all the textures in one shader and assign the right texture to the right object using an attribute?
thanks in advance for any tip or advice!
Which shader do you think is the best to use for a production? I want it to be as fast as possible and I have been told that Mantra Surface is slowing down the rendering because of the displacement part inside the shader.
It's outdoor scene, HDRI lighting, there many wooden objects (so textures for color, displacements and light reflections), there are also few object reflected and refracted small models.
Is something I can modify or delete to make an existing shader faster?
Part 2:
I did some rendering over the network and is going really fast but there is some delay in order to start, I think it is because of the textures size, (4K), do you thing is too much that size of textures?
Also is it gonna help if I will combine all the textures in one shader and assign the right texture to the right object using an attribute?
thanks in advance for any tip or advice!
Technical Discussion » blurring env image
- csp
- 230 posts
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grayOlorin
What is the goal you are trying to achieve? Different dullness per surface? Softer lighting? Depending on what you are using the hdri for, there are different approaches
Different dullness of reflections per surface.
Technical Discussion » blurring env image
- csp
- 230 posts
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zdimariado you mean the Specular Map Width?
No.
If you use an Environment Map Vop for reflections, increasing the Filter Width should blur the map. The different filters will also have different effects. I don't know them by heart but I believe Jeff Wagner has a post about them in his Old School Blog.
cheers
Technical Discussion » blurring env image
- csp
- 230 posts
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zdimaria
If your using the HDR as a reflection map per object you can increase the map's filter per object.
do you mean the Specular Map Width?
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