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Houdini Learning Materials » Object Collision with Wave from OCEAN FX tool
- Sadjad Rabiee
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I made a simple project about this for you
Edited by Sadjad Rabiee - July 11, 2016 05:40:18
Houdini Learning Materials » Object Collision with Wave from OCEAN FX tool
- Sadjad Rabiee
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If you just wanna float any object on surface of the Ocean ,You can project a single point on surface of the ocean (e.g via Intersect node in PointVOP) ,then put your Boat model on this point.
Work in Progress » my VFX Demo Reel 2016
- Sadjad Rabiee
- 1391 posts
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Please watch my new VFX Demo Reel at below link , All of the VFX Shots are made by Houdini.
I hope you enjoy it.
Technical Discussion » Using Atmosphere for Volumes
- Sadjad Rabiee
- 1391 posts
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Houdini Indie and Apprentice » Houdini 15 Documentation for Offline Viewing
- Sadjad Rabiee
- 1391 posts
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maybe this topic can help you :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31801&highlight=Httrack [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31801&highlight=Httrack [sidefx.com]
Technical Discussion » DOP viewport issue
- Sadjad Rabiee
- 1391 posts
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Yoop , this is a crazy bug that I had before , I just install newest Houdini daily build , new VGA driver for solving that , maybe it can help you too :wink:
Houdini Indie and Apprentice » objects changing transform everytime a scene opens
- Sadjad Rabiee
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Technical Discussion » Out of Application Memory
- Sadjad Rabiee
- 1391 posts
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for simulating high res Flip Simulations it's normal . they need so larger memory space.
you have some solutions for these situations :
1. Set larger Virtual Memory on your OS , sometimes this can prevent to crashing Houdini.
2. Use lower value for Cache Memory (MB) parameter in the AutoDopNetwork node.
3. Using Checkpoints (Explicit Cache) for you simulation.in this case you can close Houdini after specify frames (for example each 20 frames) and restart it again for continuing your simulation (or after crashing) , with this method you can refresh your RAM very well.
4. and another perfectly suggestion is using Linux instead of Windows , Because Linux using better memory managment system.
:wink:
you have some solutions for these situations :
1. Set larger Virtual Memory on your OS , sometimes this can prevent to crashing Houdini.
2. Use lower value for Cache Memory (MB) parameter in the AutoDopNetwork node.
3. Using Checkpoints (Explicit Cache) for you simulation.in this case you can close Houdini after specify frames (for example each 20 frames) and restart it again for continuing your simulation (or after crashing) , with this method you can refresh your RAM very well.
4. and another perfectly suggestion is using Linux instead of Windows , Because Linux using better memory managment system.
:wink:
Houdini Lounge » Ouch! Solid Angle has joined Autodesk
- Sadjad Rabiee
- 1391 posts
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Houdini Lounge » Redshift for Houdini, call for developers
- Sadjad Rabiee
- 1391 posts
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Houdini Lounge » Houdini Engine For Clarisse
- Sadjad Rabiee
- 1391 posts
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Houdini Engine is good tool for creative softwares such as Maya ,Max and also Unity.
I think Clarisse is not whole creative software , we should make our stuffs in other 3D applications and export them to the Clarisse specially for rendering and Look Dev .
Maybe some day Sidefx do this , But after another 3D applications :roll:
I think Clarisse is not whole creative software , we should make our stuffs in other 3D applications and export them to the Clarisse specially for rendering and Look Dev .
Maybe some day Sidefx do this , But after another 3D applications :roll:
Houdini Lounge » my interview to Paul Fratesi in Paris inside IAMag 2016
- Sadjad Rabiee
- 1391 posts
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Houdini Lounge » Need Help For BuildingGenerator Asset
- Sadjad Rabiee
- 1391 posts
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I think one of good solutions is using random based UV coordinate for picking different window from multiple window texture.
Technical Discussion » How control a strength attribute in dopnetwork?
- Sadjad Rabiee
- 1391 posts
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Technical Discussion » How control a strength attribute in dopnetwork?
- Sadjad Rabiee
- 1391 posts
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Technical Discussion » How control a strength attribute in dopnetwork?
- Sadjad Rabiee
- 1391 posts
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your first problem is in your Attribute Wrangle SOP , you can simply use Attribute Create SOP for this purpose , seam you have some wrongs in your VEX codes !
also you don't need for using Attribute Promote SOP , because you made strength attributes as primitives before.
also you don't need for using Attribute Promote SOP , because you made strength attributes as primitives before.
Technical Discussion » Volume identical in render and viewport?
- Sadjad Rabiee
- 1391 posts
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You should use Volume Visualization Sop node for display Smoke in Viewport.
It has some parameters for changing color of Smoke in the viewport.
:wink:
It has some parameters for changing color of Smoke in the viewport.
:wink:
Work in Progress » Photon Mapping Rendering with Particles !
- Sadjad Rabiee
- 1391 posts
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This is a simple Photon Mapping Rendering Engine for computing GI (Global Illumination) with particles in the Houdini.
Actually it's not a super fast rendering engine for 3D projects , I made this just for fun and my personal experiments , So I calling this FUNNY ENGINE !
Features :
1. Computing Indirect diffuse
2. Energy Conserving
3. Area and Mesh Lights
4. Control number of Photons from Rendering node and Lights.
5. Custom Materials
6. Using Emission value of Materials as light source
7. Color Correction possibility in Post Processing
8. Light's group for using in Post Processing
9. Supporting Textures for lights
10. All values are HDR
11. Channel filtering (R,G,B)
12. Linear Workflow for Lights (and sRGB for Colors and Textures)
13. Unlimited multiple lights
14. It's so funny !
How this work :
It's algorithm is so simple , each particle is photon , so the photons (particles) emitting from light source to models.
After hitting any photon to models , some different operation happening.
1. the Color of photon filtered by color of the model (e.g if photon is WHITE and model is RED , then GREEN and BLUE values from photon filtered by RED and only RED light reflected from surface)
2. Energy of the Photon reducing after each bouncing.
3. Energy of the Photon reducing by distance to light source.
4. After generating all photons , values of them transfer to the original models with filtering to achieve smoother result.
Video Link :
https://vimeo.com/151640128 [vimeo.com]
Actually it's not a super fast rendering engine for 3D projects , I made this just for fun and my personal experiments , So I calling this FUNNY ENGINE !
Features :
1. Computing Indirect diffuse
2. Energy Conserving
3. Area and Mesh Lights
4. Control number of Photons from Rendering node and Lights.
5. Custom Materials
6. Using Emission value of Materials as light source
7. Color Correction possibility in Post Processing
8. Light's group for using in Post Processing
9. Supporting Textures for lights
10. All values are HDR
11. Channel filtering (R,G,B)
12. Linear Workflow for Lights (and sRGB for Colors and Textures)
13. Unlimited multiple lights
14. It's so funny !
How this work :
It's algorithm is so simple , each particle is photon , so the photons (particles) emitting from light source to models.
After hitting any photon to models , some different operation happening.
1. the Color of photon filtered by color of the model (e.g if photon is WHITE and model is RED , then GREEN and BLUE values from photon filtered by RED and only RED light reflected from surface)
2. Energy of the Photon reducing after each bouncing.
3. Energy of the Photon reducing by distance to light source.
4. After generating all photons , values of them transfer to the original models with filtering to achieve smoother result.
Video Link :
https://vimeo.com/151640128 [vimeo.com]
Houdini Lounge » sph fluid particle sim in Houdini 15
- Sadjad Rabiee
- 1391 posts
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nigelgardiner
Thanks, after initial readings I thought Flip fluids were more suited to large bodies of water rather than for example a glass of water but having read further it seems maybe not. I'll have a play.
for small scale waters I think you can use Particle Fluid Solver node too.
Just dive inside AutoDopNetwork and use Particle Fluid Solver instead of Flip Solver node !
Houdini Lounge » sph fluid particle sim in Houdini 15
- Sadjad Rabiee
- 1391 posts
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edward
I think SPH fluid nodes are all still there, just possibly not on the shelf by default.
Yoop , I think so , I know older Houdini nodes are available in newer versions T of course some of them are hidden and we should unhide them with opunhide command. (e.g opunhide Sop vopsop for adding VopSop node to Tab list in H15)
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