Hi,
I'm looking for more information on Flip collision transparency. I was hoping for more control than one global parm. Is it possible to have multiple collision objects with different "transparency" values. I honestly don't know what it is calculated in the sim. And because of the, have no idea how to control it.
Any ideas?
Thanks.
Found 65 posts.
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Technical Discussion » Flip Collision Transparency
- hibatchi
- 65 posts
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Technical Discussion » Procedural COP texture (Need help finding what I did wrong)
- hibatchi
- 65 posts
- Online
Technical Discussion » Procedural COP texture (Need help finding what I did wrong)
- hibatchi
- 65 posts
- Online
Hey all,
I'm trying to work on some procedural textures from COPs, but my path sourcing doesn't seem to be working.
I'm replicating others demonstrations (the example files do work for me) but something in my personal scene doesn't like it.
Should just be black on red noise, but I'm getting pink shader errors obviously.
Can anyone take a look and find my mistake?
Thanks,
I'm trying to work on some procedural textures from COPs, but my path sourcing doesn't seem to be working.
I'm replicating others demonstrations (the example files do work for me) but something in my personal scene doesn't like it.
Should just be black on red noise, but I'm getting pink shader errors obviously.
Can anyone take a look and find my mistake?
Thanks,
Technical Discussion » Control shadows on a per point or per primitive basis?
- hibatchi
- 65 posts
- Online
In Mantra
I'm trying to mask out shadows on objects with a per-point or per-primitive attribute. Essentially, I'd like to paint masks on objects saying, “No Shadow here!”
Also being able to remove self-shadowing, not just shadows from other objects.
Anyone have any idea how to go about this?
I came across this method…
https://vimeo.com/253524581 [vimeo.com]
But it only allows for the controlling of the object casting the shadow. Not the object receiving the shadow.
I'm trying to mask out shadows on objects with a per-point or per-primitive attribute. Essentially, I'd like to paint masks on objects saying, “No Shadow here!”
Also being able to remove self-shadowing, not just shadows from other objects.
Anyone have any idea how to go about this?
I came across this method…
https://vimeo.com/253524581 [vimeo.com]
But it only allows for the controlling of the object casting the shadow. Not the object receiving the shadow.
Technical Discussion » Fracturecount attribute in FEM simulation not visible
- hibatchi
- 65 posts
- Online
Technical Discussion » Fracturecount attribute in FEM simulation not visible
- hibatchi
- 65 posts
- Online
I'm running a fractured solid object FEM simulation. I want access to the “fracturecount” attribute from the simulation.
The documentation states
“If the option Enable Fracturing is enabled on the finite element solver, then the fracturecount point attribute is created. The point attribute fracturecount maintains for each point, the number of times that the point has been involved in a fracture. So any point with a nonzero value of fracturecount has been involved fracturing.”
I have fracturing enabled everywhere and I cannot see this point attribute anywhere. Fractures are happening visibly in the viewport.
Does anyone have any idea what my issue is?
Thanks
The documentation states
“If the option Enable Fracturing is enabled on the finite element solver, then the fracturecount point attribute is created. The point attribute fracturecount maintains for each point, the number of times that the point has been involved in a fracture. So any point with a nonzero value of fracturecount has been involved fracturing.”
I have fracturing enabled everywhere and I cannot see this point attribute anywhere. Fractures are happening visibly in the viewport.
Does anyone have any idea what my issue is?
Thanks
Technical Discussion » Fluid Source substep cache question
- hibatchi
- 65 posts
- Online
I have to cache a source for a pyro sim with substeps. If I sim 2 substeps in the pyro sim, I can cache the source out at .5 for steps and it sims fine.
I want to step my pyro sim to 3 substeps. I cached the source out at .3 and .33. Neither would register in the sim.
What is the correct cache step value to simulation step value?
I want to step my pyro sim to 3 substeps. I cached the source out at .3 and .33. Neither would register in the sim.
What is the correct cache step value to simulation step value?
Technical Discussion » How to merge point caches together with unique IDs
- hibatchi
- 65 posts
- Online
Technical Discussion » How to merge point caches together with unique IDs
- hibatchi
- 65 posts
- Online
I have to merge together multiple pop sim caches together. I didn't make them. They have IDs. However, the IDs overlap because they come from multiple wedge sims. How can I merge multiple point caches together and give them unique IDs?
Thanks.
Thanks.
Technical Discussion » How to export the point cloud from a volume light
- hibatchi
- 65 posts
- Online
Technical Discussion » How to export the point cloud from a volume light
- hibatchi
- 65 posts
- Online
I'll give packed prims a try on the farm with the volume light. I also need to export a point cloud. I can make it manually, but I was hoping the export file on the volume light would help me out. Seems like it only spits out a file if you render manually? If I put it on the farm, it doesn't write a file. But I could be doing something wrong.
Thanks for the tip!
Thanks for the tip!
Technical Discussion » How to export the point cloud from a volume light
- hibatchi
- 65 posts
- Online
So I need to delayed load some pyro volumes. I also need to use a volume light to illuminate the fire.
Does anyone know a workflow to use the volume light with delayed load?
Does anyone know a workflow to use the volume light with delayed load?
Technical Discussion » Pyro flare up control
- hibatchi
- 65 posts
- Online
Technical Discussion » Pyro flare up control
- hibatchi
- 65 posts
- Online
Here us a sample hip file.
I'm trying to keep the flames 1 - 1 1/2 feet high and consistent as possible as the character moves around in space. Right now, the flames are fine while the character is at rest, but when he moves, the fire goes out.
Help would be greatly appreciated.
I'm trying to keep the flames 1 - 1 1/2 feet high and consistent as possible as the character moves around in space. Right now, the flames are fine while the character is at rest, but when he moves, the fire goes out.
Help would be greatly appreciated.
Technical Discussion » Pyro flare up control
- hibatchi
- 65 posts
- Online
Technical Discussion » Pyro flare up control
- hibatchi
- 65 posts
- Online
I'm having trouble controlling some pyro. Basically my fire needs to ignite and stay consistent. Currently, my flames are growing and have a heat and flame length flare up before calming down and becoming cooler and shorter. What I need is the flames to come alive and be more consistent in length and heat after they grow to the desired size.
Any suggestions?
Any suggestions?
Technical Discussion » Can't fill object with Flip fluid above the emitter
- hibatchi
- 65 posts
- Online
Technical Discussion » Can't fill object with Flip fluid above the emitter
- hibatchi
- 65 posts
- Online
I need to fill a bucket with liquid from inside the bucket. When I emit fluid into the bucket, it stops adding particles to the simulation once it reaches the height of the emitter. I'm assuming there is a setting the particles are killed if they are emitted inside pre-existing fluid?
Anyone heard of this? If I raise the emitter out of the bucket, and drop it down into the bucket, it fills up just fine.
Thanks
Anyone heard of this? If I raise the emitter out of the bucket, and drop it down into the bucket, it fills up just fine.
Thanks
Houdini Learning Materials » Constraints in houdini
- hibatchi
- 65 posts
- Online
BabaJ That is the kinda stuff I'm talking about.
I appreciate all the suggestions everyone.
I appreciate all the suggestions everyone.
Houdini Learning Materials » Constraints in houdini
- hibatchi
- 65 posts
- Online
Maybe it is not a “thing” but what I call a constraint that needs three points to derive orientation, rotation, and transformation.
Usually I need it taking something moving and rotating, that I have to slap an emitter on. What I usually come across is someone trying to tell me I can do it at object level. I'd like to know how to do it in SOPs. I'm assuming it's through some expression work or VOP/Wrangle nodes.
Usually I need it taking something moving and rotating, that I have to slap an emitter on. What I usually come across is someone trying to tell me I can do it at object level. I'd like to know how to do it in SOPs. I'm assuming it's through some expression work or VOP/Wrangle nodes.
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