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Technical Discussion » Pyroclastic flow test: Help with some strange artifacts.
- anupamd
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Technical Discussion » Pyroclastic flow test: Help with some strange artifacts.
- anupamd
- 13 posts
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I also checked to see if its the depth map shadows, the rat files look clean but who knows. Im using 2 spots, both shadow.
Also tried different volume filters..nothing seems to kill it.
Also tried different volume filters..nothing seems to kill it.
Technical Discussion » Pyroclastic flow test: Help with some strange artifacts.
- anupamd
- 13 posts
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Guys, just playing around with some fluids stuff and trying to achieve a pyroclastic flow effect. but have some questions for the “pros” out there.
http://www.vimeo.com/26098100 [vimeo.com]
, BUT my question is what is causing this noisey artifact ( you can especially see it near the base and the “leading edge” of the plume).
Here is some info to help debug:
1. Low rez is 100x100x100 uprez is 500x500x500
2. I am using the pyro shader, I am using a noise modifier in the color channel but even with that off I get the strange artifact.
3. I tried various settings for the turbulence in the uprez but still getting the artifact.
4. I tried a version with using the billoweysmoke shader, but if you look carefully you can see the same artifact, its just less apparent because the details are softer.
http://www.vimeo.com/26037278 [vimeo.com]
5. To save on disk space, I only exported density field to the highrez cache. Could that be causing issues?
also: the Pyro shader is SOOOO slow… why is that.. any optimization tricks? (buy a faster computer is not an acceptable answer) …. makes me pretty sad.
http://www.vimeo.com/26098100 [vimeo.com]
, BUT my question is what is causing this noisey artifact ( you can especially see it near the base and the “leading edge” of the plume).
Here is some info to help debug:
1. Low rez is 100x100x100 uprez is 500x500x500
2. I am using the pyro shader, I am using a noise modifier in the color channel but even with that off I get the strange artifact.
3. I tried various settings for the turbulence in the uprez but still getting the artifact.
4. I tried a version with using the billoweysmoke shader, but if you look carefully you can see the same artifact, its just less apparent because the details are softer.
http://www.vimeo.com/26037278 [vimeo.com]
5. To save on disk space, I only exported density field to the highrez cache. Could that be causing issues?
also: the Pyro shader is SOOOO slow… why is that.. any optimization tricks? (buy a faster computer is not an acceptable answer) …. makes me pretty sad.
Technical Discussion » Pyro: slowing down time post-simulation.
- anupamd
- 13 posts
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Technical Discussion » Pyro: slowing down time post-simulation.
- anupamd
- 13 posts
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Is there a way to slow down a pyro sim after the simulation has cached. Timeblend does not seem to work with fluid sims. (probably because it is not channel data)
Fumefx has a re-time feature that allows one to do this which is pretty handy for playing with different speeds of fluid sims after the fact. Im just trying to figure out if there is a houdini equivalent technique.
Fumefx has a re-time feature that allows one to do this which is pretty handy for playing with different speeds of fluid sims after the fact. Im just trying to figure out if there is a houdini equivalent technique.
Technical Discussion » Bullet physics implementation and other stuff
- anupamd
- 13 posts
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Technical Discussion » Bullet physics implementation and other stuff
- anupamd
- 13 posts
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Im getting a MSVCDir environment variable not set. error.
I am using Visual Studio 2005 .
I am using Visual Studio 2005 .
Technical Discussion » Bullet physics implementation and other stuff
- anupamd
- 13 posts
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ah yes one more thing. Is it possible to get data from the constraints… such as what is the current force/strain on the constraint. You could possibly have this as a point/primitive attribute. That data is really useful for stuff like triggering secondary effects (windows on buildings shattering..etc)
I know thats asking a lot.. but your tool is amazing, and i know the community here wants to support your excellent efforts!
I know thats asking a lot.. but your tool is amazing, and i know the community here wants to support your excellent efforts!
Technical Discussion » Bullet physics implementation and other stuff
- anupamd
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That is absolutely great news and very excited that you will be releasing source.I understand the need to keep parts of it hidden (dlls) but i was wondering if it was possible to externalize some of it. Like what if I wanted to write my own force nodes that worked with bullet. For example a radial magnet force..etc. If you had a callback system, where your system would call my own force functions, that would be really amazing. It would allow you to keep the “secret stuff” as a closed box while allowing third parties to add force ops.
Another issue I was having is collision with other arbitrary meshes, collisions with animated static objects..etc? Any plans on that.
Also for release, I still think you should have a precompiled plugin for whatever version of houdini you are using, its handy for those who just want to try it out and no have to worry about compiling,.etc.
Another issue I was having is collision with other arbitrary meshes, collisions with animated static objects..etc? Any plans on that.
Also for release, I still think you should have a precompiled plugin for whatever version of houdini you are using, its handy for those who just want to try it out and no have to worry about compiling,.etc.
Technical Discussion » Bullet physics implementation and other stuff
- anupamd
- 13 posts
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Great job on this! Its really great to see more people really utilizing the power of open source!
I want to ask.. playing around with your tool I diddnt see a way I can affect objects with forces. Like if I want to hit a wall with a ball. Is there a way to do this with your current build?
-A
I want to ask.. playing around with your tool I diddnt see a way I can affect objects with forces. Like if I want to hit a wall with a ball. Is there a way to do this with your current build?
-A
Technical Discussion » houdini sim soaking up HD space magically.....
- anupamd
- 13 posts
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So I've been doing a sim of some fluids to my D: drive. But my c: drive keeps getting bloated with gigs every time I do a sim. I'm assuming that there is some scratch disk thats being written to somewhere during sim time. Problem is all the space is I've not got enough space on my C:\ to do the sim. How do you re-point the “scratch disk” to a user specified drive?
Thanks,
-A
Thanks,
-A
Houdini Indie and Apprentice » Houdini apprentice shadow rendering not working?
- anupamd
- 13 posts
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Hi, I think there is a bug or some wierdness with Houdini and shadow rendring. For example i creaet a spot light, tell it to shadow, throw down a mantra rop and render. I should see a default diffuse lit scene with some shadowing from the spotlight. But all I get is a black frame.
If I turn raytrace shadows off, I see a normal diffuse lit scene but without shadows. I get the same behaviour with both raytrace and d-map shadows.
Any thoughts?
Thanks!
If I turn raytrace shadows off, I see a normal diffuse lit scene but without shadows. I get the same behaviour with both raytrace and d-map shadows.
Any thoughts?
Thanks!
Technical Discussion » particles and volumetric rendering and wispy snow?
- anupamd
- 13 posts
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1. I would recomend using a low rez fluid solver to drive the particles. When you advect particles you are free to also use other forces on top to add even more detail. Add a wind SOP with some turbulence, or you can put a VOP POP and do your own turbulence with Antialiased Noise which I found creates some nice effects. You can also try using curl noise.
2. A particle based solution will work best I think. Again, i'm a big fan of the wind/noise POP as this adds nice fluidlike behaviour without the complexity
3. I would recomend doing the appropriate vector map in VOPS. Or you can set up a tornado like fluid behaviour and advect particles.
I know what you mean about learning, I'm in the same boat. However if you really dig most of the information/sample HIP files are there. Unfortunately there are many ways to do things in houdini, not one solution is the “correct” answer. You will be surprised as to the amount of thigns you can do knowing only a few basic things.
2. A particle based solution will work best I think. Again, i'm a big fan of the wind/noise POP as this adds nice fluidlike behaviour without the complexity
3. I would recomend doing the appropriate vector map in VOPS. Or you can set up a tornado like fluid behaviour and advect particles.
I know what you mean about learning, I'm in the same boat. However if you really dig most of the information/sample HIP files are there. Unfortunately there are many ways to do things in houdini, not one solution is the “correct” answer. You will be surprised as to the amount of thigns you can do knowing only a few basic things.
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