Hello!
SETUP:
*I have 3 emitters, because I want 3 different colors in my smoke.
*Each emitter's fields create a new field (Cd.x,Cd.y,Cdz) so that the Cd attribute can be stored there.
*In the Dopnet, those newly created vector fields are called and they create the Dataname (that is the color stored), which is also used to be driven by the vel (with gas advect) so that color doesn´t remain static.
*Then in the shader you just tell it to use the 3 color values you have there.
The PROBLEM is that my color doesnt match my smoke, because the color appears only on a small percentage of the smoke (only on a small part of the density) and the rest is black.
I think that maybe the color was just created at the beginning of the simulation so that is why it remains on some parts of the volume (the highest and oldest ones –>what it seems were the first ones emitted)
I attached an image so you can see in the render my problem (color is only visible on render, not on viewport)
There is also my hip file so you can see what I did and explain me further if you can detect a problem (my smoke is in 2D)
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Work in Progress » colored smoke
- JimenaBarrera
- 14 posts
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Work in Progress » Waterfall Shading
- JimenaBarrera
- 14 posts
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Hi again! thanks for your responses, they have taught me a lot; but Im afraid I cant still make it work. I tried adding the “displacement bound” parameter in the geometry at obj level, with “ray predicting”; and I also post-computed normals and gave the geo a rest attritbute.
Or is there sth im missing?
Also… sl0throp, you forgot to post the link of the stacking displacement tutorial, i would appreciate if you post it please.
Thanks for all your help!
Im very grateful
Or is there sth im missing?
Also… sl0throp, you forgot to post the link of the stacking displacement tutorial, i would appreciate if you post it please.
Thanks for all your help!
Im very grateful
Work in Progress » Waterfall Shading
- JimenaBarrera
- 14 posts
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Hey! thanks so much for your response. Your answer definitely pointed me into a great direction, the problem is I couldnt make it work. I reloaded my image in the previous post so you can see the trouble im having.
I dont know if the problem is that I built my own shader and Im probably missing some attributes or maybe im connecting sth wrong because I added the “displacement bound” and used this advice I saw in another post:
“A good rule of thumb for initial settings for displacement bounds should be approximately two thirds of the absolute displacement value in the displacement shader(2/3*displacement_value)”
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=13343&sid=a06612def187090f13783bb559eff27f [sidefx.com]
I also added the “true displacement” parameter because I saw it was mentioned on several other posts, but Im still not sure of why it isnt working yet.
Im attaching an image so you can see the setup im using for displacement. In this case im only using Bump because the displacement makes the black artifacts more noticeable. The scale amount im using is of 1 so my displacement bounds is 0.66 (using the formula above), but ive tried other values and still the artifacts remain.
I would appreciate your help
Also if you have some comments about the render, or general look, i will be very happy to hear them
I dont know if the problem is that I built my own shader and Im probably missing some attributes or maybe im connecting sth wrong because I added the “displacement bound” and used this advice I saw in another post:
“A good rule of thumb for initial settings for displacement bounds should be approximately two thirds of the absolute displacement value in the displacement shader(2/3*displacement_value)”
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=13343&sid=a06612def187090f13783bb559eff27f [sidefx.com]
I also added the “true displacement” parameter because I saw it was mentioned on several other posts, but Im still not sure of why it isnt working yet.
Im attaching an image so you can see the setup im using for displacement. In this case im only using Bump because the displacement makes the black artifacts more noticeable. The scale amount im using is of 1 so my displacement bounds is 0.66 (using the formula above), but ive tried other values and still the artifacts remain.
I would appreciate your help
Also if you have some comments about the render, or general look, i will be very happy to hear them
Work in Progress » Waterfall Shading
- JimenaBarrera
- 14 posts
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Hello!
Does anyone know how to fix a problem in my shading? I have this rocks made procedurally, and also texture procedurally. When I add bump or displacement, I start getting some black artifacts. They disappear or increase as I put lower or higher values of strength in the bumping or displacement. How can I ger rid of those? Are they caused because the normals are intersecting with the geo?
there is an image attached
Does anyone know how to fix a problem in my shading? I have this rocks made procedurally, and also texture procedurally. When I add bump or displacement, I start getting some black artifacts. They disappear or increase as I put lower or higher values of strength in the bumping or displacement. How can I ger rid of those? Are they caused because the normals are intersecting with the geo?
there is an image attached
Edited by - 2015年4月21日 09:11:03
Houdini Learning Materials » volume cloud shader issue
- JimenaBarrera
- 14 posts
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for the ones who were wondering… i found a solution installing another later version of houdini
Houdini Learning Materials » volume cloud shader issue
- JimenaBarrera
- 14 posts
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Hello everyone!
I'm having issues using this shader setup. I'm gonna use it as a shader in my foam simulation; but I cant even make it work in a simple object as some points in a sphere. I saw this setup in several tutorials and I think I practically have it the way it should be; the weird thing is that it worked on a computer I have at work, but it didn´t with the one I own, so I don´t know if maybe I'm having issues with my personal computer.
I need some help please.
I added the file (its very simple but it doesnt work )
and I´m pasting the tutorial where I saw this setup (at minute 12) https://vimeo.com/41314793 [vimeo.com]
I'm having issues using this shader setup. I'm gonna use it as a shader in my foam simulation; but I cant even make it work in a simple object as some points in a sphere. I saw this setup in several tutorials and I think I practically have it the way it should be; the weird thing is that it worked on a computer I have at work, but it didn´t with the one I own, so I don´t know if maybe I'm having issues with my personal computer.
I need some help please.
I added the file (its very simple but it doesnt work )
and I´m pasting the tutorial where I saw this setup (at minute 12) https://vimeo.com/41314793 [vimeo.com]
Houdini Indie and Apprentice » FluidTank collision
- JimenaBarrera
- 14 posts
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Houdini Indie and Apprentice » FluidTank collision
- JimenaBarrera
- 14 posts
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Hi again! I kind of managed my problem, though I'm not pretty sure what the problem was. I exported my geo and animation in different ways from Maya (in a way that the geo dind't just depend on the rig animation: bake animation, Geo Cache , etc) until one of them gave me the appropiate result (though it gave me different results everytime, even if I followed the same steps; that's why I'm not sure how I solve the problem).
Now I just want to ask you… Why does my geometry look so bad?! jajaja
I used VDBfromparticle (but if someone could explain me its difference from the VDBfromparticlefluid, I would appreciate it very much)>then VDBSmooth>ConvertVDB
A lot of geometry was deleted in the process because if I added a lot of detail the liquid got a weird look (as if a lot of spheres were the liquid) but the complete splash was conserved. On the other side, the one that I used on my result, I ended up deleting a lot of geometry (still trying to conserve the most I could but getting an equilibrium with the blobby surface look—>trying to make it look smoother).
So please! some advice will be very much appreciated
Now I just want to ask you… Why does my geometry look so bad?! jajaja
I used VDBfromparticle (but if someone could explain me its difference from the VDBfromparticlefluid, I would appreciate it very much)>then VDBSmooth>ConvertVDB
A lot of geometry was deleted in the process because if I added a lot of detail the liquid got a weird look (as if a lot of spheres were the liquid) but the complete splash was conserved. On the other side, the one that I used on my result, I ended up deleting a lot of geometry (still trying to conserve the most I could but getting an equilibrium with the blobby surface look—>trying to make it look smoother).
So please! some advice will be very much appreciated
Houdini Indie and Apprentice » FluidTank collision
- JimenaBarrera
- 14 posts
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Houdini Indie and Apprentice » FluidTank collision
- JimenaBarrera
- 14 posts
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Hi!
I'm having trouble doing the FluidTank Collision. I animated a bike that splashes some water.
My splash comes from a hole in the ground filled with “rain”—>here is my FluidTank.
I've already made the fluidTank with the shape of the hole and it collides with the ground but I can't make it collide with my bike!!!
My bike was rigged and animated in Maya 2013, and I imported it into Houdini as an FBX and ALEMBIC file. (I wasn't able to make them collide neither of them). This is mainly because the tire isn't the one that is animated (but my controls of the rig!!), so when I give the SOP path on the static collider to search for my tire, this one is not animated, it's just static.
Please! could someone tell me if my export from Maya was wrong, or is it sth that I'm missing to do in HOudini?!!
I'm having trouble doing the FluidTank Collision. I animated a bike that splashes some water.
My splash comes from a hole in the ground filled with “rain”—>here is my FluidTank.
I've already made the fluidTank with the shape of the hole and it collides with the ground but I can't make it collide with my bike!!!
My bike was rigged and animated in Maya 2013, and I imported it into Houdini as an FBX and ALEMBIC file. (I wasn't able to make them collide neither of them). This is mainly because the tire isn't the one that is animated (but my controls of the rig!!), so when I give the SOP path on the static collider to search for my tire, this one is not animated, it's just static.
Please! could someone tell me if my export from Maya was wrong, or is it sth that I'm missing to do in HOudini?!!
Houdini Learning Materials » Houdini diplomad
- JimenaBarrera
- 14 posts
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hey! what do you think of this diplomad?
I was searching for a Houdini course where VFX were taught in matters of fluids, smoke, dust, destructions, etc. and I found this site where a diploma is offered
http://www.lostboys-studios.com/program/fx-td-houdini-curriculum-details/ [lostboys-studios.com]
The studio sounds very professional and reliable to me; although I had never heard of it. I've seen the projects they presume to have worked in and they seem very impressive (if you know something more of the studio, please be kind to let me know).
What do you thing about it? I like it because its focuses on a lot of effects (besides the basics on Houdini).
I personally think that the price is a little high inspite of the 8 month term (maybe if it lasted longer), and it really contains a lot of subjects of my interest; but also don't overlook the fact that it is a new program (I don't know if it already has graduates under that program)
How would you qualify this school, among other online courses, other schools that offer Houdini complete acknowledgment, specific effect tutorials, etc.??
I'm very interested on your points of view! please be kind to take a look and give me your opinion.
Also, it's not important but, I want you to know that I'm really considerating on studying abroad and that school is my first option. I've never traveled to Canada and… the location of the schools seems to me a little isolated.
http://www.lostboys-studios.com/about-us/contact-us/ [lostboys-studios.com]
So if someone can describe me or tell me something about that place, I would really appreciate it
Sorry for my bad english
I was searching for a Houdini course where VFX were taught in matters of fluids, smoke, dust, destructions, etc. and I found this site where a diploma is offered
http://www.lostboys-studios.com/program/fx-td-houdini-curriculum-details/ [lostboys-studios.com]
The studio sounds very professional and reliable to me; although I had never heard of it. I've seen the projects they presume to have worked in and they seem very impressive (if you know something more of the studio, please be kind to let me know).
What do you thing about it? I like it because its focuses on a lot of effects (besides the basics on Houdini).
I personally think that the price is a little high inspite of the 8 month term (maybe if it lasted longer), and it really contains a lot of subjects of my interest; but also don't overlook the fact that it is a new program (I don't know if it already has graduates under that program)
How would you qualify this school, among other online courses, other schools that offer Houdini complete acknowledgment, specific effect tutorials, etc.??
I'm very interested on your points of view! please be kind to take a look and give me your opinion.
Also, it's not important but, I want you to know that I'm really considerating on studying abroad and that school is my first option. I've never traveled to Canada and… the location of the schools seems to me a little isolated.
http://www.lostboys-studios.com/about-us/contact-us/ [lostboys-studios.com]
So if someone can describe me or tell me something about that place, I would really appreciate it
Sorry for my bad english
Houdini Learning Materials » Houdini core learning?
- JimenaBarrera
- 14 posts
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thank you all for the helpful replies, I've been already looking at “houdini on the spot” and “the magic of Houdini”, they are helping me a lot with the basics, though I'm going a little slow
Also I've been watching a lot of specific tutorials of cmfvix, vimeo channels
But I'm really feeling more motivated with all your suggestions! thank you very much!! I promise to read them all and make a plan that best suits to me.
Please feel free to keep posting!
SAludos a todos!
Also I've been watching a lot of specific tutorials of cmfvix, vimeo channels
But I'm really feeling more motivated with all your suggestions! thank you very much!! I promise to read them all and make a plan that best suits to me.
Please feel free to keep posting!
SAludos a todos!
Houdini Learning Materials » Houdini core learning?
- JimenaBarrera
- 14 posts
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oh my!
thank you very much for your responses, it seems that all I have to do is study by myself, which is not a bad option at all; i can do it.
I have enough material on internet, the motivation and… I think that's enough
Thank you very much!
thank you very much for your responses, it seems that all I have to do is study by myself, which is not a bad option at all; i can do it.
I have enough material on internet, the motivation and… I think that's enough
Thank you very much!
Houdini Learning Materials » Houdini core learning?
- JimenaBarrera
- 14 posts
- Offline
My name is Jimena and I'm from Mexico. My main interest right now is to learn everything I can about making FX with Houdini (smoke, debris, dust, fire, fluids, dynamics, etc.); but here in Mexico there are no courses to learn about Houdini. I've trying to learn with cmiVfx, Gnomon and vimeo channels but there is a lot of information, and most of the tutorials are made to achieve specific effects; I must say, this is sometimes confusing to me, because although I achieve the desired effect and understand what is taught in the tutorial, I think I'm missing the main concepts. This is why I was wondering if you could guide me into the right direction; meaning an online course that will give me a core foundation, or maybe apply in a foreign school (I've seen the ones recommended in the website, but I don't know which ones will you recommend me specifically to learn the areas I have specifically mentioned: smoke, debris, dust, fire…..).
I would like to become an specialist if possible; right now I am studying on my own everything I can, but I hope for a master degree in the future (not so far). Maybe somewhere where a scholarship is accepted.
Thank you for your time
I would like to become an specialist if possible; right now I am studying on my own everything I can, but I hope for a master degree in the future (not so far). Maybe somewhere where a scholarship is accepted.
Thank you for your time
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