WIP03
http://www.igorfx.com/Ocean/oceanWIP03.mov [igorfx.com]
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Work in Progress » WIP: Ocean an ship (splash, &intersection, spray..)
- CeeGee
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Technical Discussion » Dop and gravity activation problem
- CeeGee
- 217 posts
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A have fracture ground, and color group on that to be select for center and spreading. How to setup in DOP, that only red bricks be affect by gravity…
Work in Progress » WIP: Ocean an ship (splash, &intersection, spray..)
- CeeGee
- 217 posts
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Yes,
Ocean is Houdini Ocean Toolkit
it missing in this scene
This is rest of the scene
http://www.igorfx.com/Ocean/Ocean_boat_FX_v01.hip [igorfx.com]
Ocean is Houdini Ocean Toolkit
it missing in this scene
This is rest of the scene
http://www.igorfx.com/Ocean/Ocean_boat_FX_v01.hip [igorfx.com]
Work in Progress » Learning Particles [updated 09/05/04]
- CeeGee
- 217 posts
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Work in Progress » WIP: Ocean an ship (splash, &intersection, spray..)
- CeeGee
- 217 posts
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Work in Progress » Learning Particles [updated 09/05/04]
- CeeGee
- 217 posts
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Work in Progress » WIP: Ocean an ship (splash, &intersection, spray..)
- CeeGee
- 217 posts
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Some of my test for ocena, spray and ship interaction with ocean surface
Still in RnD…
http://www.igorfx.com/Ocean/oceanWIP02.mov [igorfx.com]
Still in RnD…
http://www.igorfx.com/Ocean/oceanWIP02.mov [igorfx.com]
Technical Discussion » Ship Kelvin Wake
- CeeGee
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chopstix thanks for example… I will try
jason|slab i try rippleDop solver, and it has nice resault, i just cheking for some other solution
jason|slab i try rippleDop solver, and it has nice resault, i just cheking for some other solution
Technical Discussion » Ship Kelvin Wake
- CeeGee
- 217 posts
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Now it can be done in houdini, i am very poor with vex and vop.
Maybe some idea…
Thanks in advance
Ship Kelvin Wake
http://www.wikiwaves.org/index.php/Ship_Kelvin_Wake [wikiwaves.org]
Maybe some idea…
Thanks in advance
Ship Kelvin Wake
http://www.wikiwaves.org/index.php/Ship_Kelvin_Wake [wikiwaves.org]
Technical Discussion » WIP: Ocean and ship interaction
- CeeGee
- 217 posts
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Thank you, resault is something like my setup…
But good to now another setup…
Thanks Allegro
But good to now another setup…
Thanks Allegro
Technical Discussion » WIP: Ocean and ship interaction
- CeeGee
- 217 posts
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Technical Discussion » WIP: Ocean and ship interaction
- CeeGee
- 217 posts
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For interaction ocean and ship i use CookieSOP,
and for emit form ocean spray i use Cusp and Vel parametar form ocean
and for emit form ocean spray i use Cusp and Vel parametar form ocean
Technical Discussion » WIP: Ocean and ship interaction
- CeeGee
- 217 posts
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Ocean and boat interaction splash
This is first try, still testing…
http://www.igorfx.com/Ocean/oceanWIP05.mov [igorfx.com]
This is first try, still testing…
http://www.igorfx.com/Ocean/oceanWIP05.mov [igorfx.com]
Technical Discussion » how to import maya particle into the houdini
- CeeGee
- 217 posts
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Use new RealFlow plugin in Maya, export particle for Maya with that plugin,and use RF plugin for houdini to import particles
That is my workflow
That is my workflow
Technical Discussion » New fracture test
- CeeGee
- 217 posts
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ground crack was done with particle
firse a deform grid witj metaball, the use sam e grid import in max and break
in small chunks, after that use this break geometry as source form particle.
Emit particle on primitiv centar of chunk. the use deforming grid as static deformer for particle collision, and on tthe end copy break chunk on same particle..
i have my file at home… but there is scene on ODforce, with same setup…
firse a deform grid witj metaball, the use sam e grid import in max and break
in small chunks, after that use this break geometry as source form particle.
Emit particle on primitiv centar of chunk. the use deforming grid as static deformer for particle collision, and on tthe end copy break chunk on same particle..
i have my file at home… but there is scene on ODforce, with same setup…
Technical Discussion » any idea for the bow feather
- CeeGee
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That is my test sceen for my reel…
This test was very simple setup, i just extract intersection edge, form rock an ocena, and the in PointSOP, use color for $TY, range 0-1 for emiting
after that just inser i POP. emit from edge.
Technical Discussion » New fracture test
- CeeGee
- 217 posts
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Technical Discussion » New fracture test
- CeeGee
- 217 posts
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RBD_ID039
1. You can export RBD simulation in obj seq, then use obj2pc2 phyton script
to convert obj data into pointcache data
Then in 3dstudio max import first obj and go to modifaers an apply
pointcache, the just import pc2 file.
2. You can export your RBD sim as mdd pointcache, a use mdd importer
or Point Oven ti import in 3dstudio max…
that is solution for havy geometry seq.
1. You can export RBD simulation in obj seq, then use obj2pc2 phyton script
to convert obj data into pointcache data
Then in 3dstudio max import first obj and go to modifaers an apply
pointcache, the just import pc2 file.
2. You can export your RBD sim as mdd pointcache, a use mdd importer
or Point Oven ti import in 3dstudio max…
that is solution for havy geometry seq.
Technical Discussion » New fracture test
- CeeGee
- 217 posts
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Yes, after Houdini RBD simulation i export to Max, with PointCache.
House form my demo test was made in Maya, Houdini RBD simulation and the render in Max with Vray.
House form my demo test was made in Maya, Houdini RBD simulation and the render in Max with Vray.
Technical Discussion » New fracture test
- CeeGee
- 217 posts
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This is my new test with fracture object
You will find some tests in this file
http://www.igorfx.com/Dynamics_FX_test.mov [igorfx.com]
You will find some tests in this file
http://www.igorfx.com/Dynamics_FX_test.mov [igorfx.com]
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