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Technical Discussion » Air Incompressibility Bubble formation ?
- mohitsherman
- 27 posts
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I think I should ask about it in some other Forum, I was not expecting the kind of response I had received here. I appreciate ziconic tried his best to help me but unfortunately it didn't work.
3rd Party » Different texture maps for Hair Tip and Base in Renderman?
- mohitsherman
- 27 posts
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I want to use different texture maps one for the tip and another for the Base for my Houdini Hair using Marschner Hair shader and rendering it with Renderman.
Could someone like to share how can I do this so that I also have control of fall off?
Could someone like to share how can I do this so that I also have control of fall off?
Technical Discussion » Different texture maps for Hair Tip and Base?
- mohitsherman
- 27 posts
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I want to use different texture maps one for the tip and another for the Base for my Hair using Marschner Hair shader and rendering it with Renderman.
Could someone like to share their methods
Could someone like to share their methods
Technical Discussion » Air Incompressibility Bubble formation ?
- mohitsherman
- 27 posts
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ziconic
I'm still learning FLIP myself but seeing that no one has replied yet I thought I'd share a few thoughts from playing around with your hip file.
I can get your set up to produce air bubbles by doing the following:
- Set the grid-scale to 2
- Set the particle separation to 0.007
- Turn off surface tension and stick on collision
First of all, thank you for answering my questions where others failed to reply, you at least tried your best to reply. I would like to let you know I tried what you have mentioned but unfortunately, my sim failed miserably, it neither generated bubbles nor respected geometry collision, all it created was a splash ignoring collision.
Thank you once again for your effort and I hope some other artist might also share their views and suggestions which could work.
Technical Discussion » Air Incompressibility Bubble formation ?
- mohitsherman
- 27 posts
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Hi All,
I have recently started working with Houdini Flip and while trying to achieve air bubble inside Flip simulation in a pouring liquid, I am failing quite miserably. I have used Air Incompressibility but unable to achieve the air bubbles while pouring the liquid something similar to https://www.facebook.com/particleskull/videos/1987853528104282? [www.facebook.com]
Apart from that, I have a few questions and I am very hopeful that I will receive my answers here.
When I reduce particle separation (high particle count) my collision fails and in order to fix it, I reduce grid size and increase iterations too. So my question is how should I proceed, What should I tweak first grid size or iterations so that I achieve a better collision?
In the attached scene file I intentionally used low particle count in order to view and block out my sim but less particle count often cause my collision to fail, Is there any other way to achieve it so that I can save processing time with high particle count?
My vessel (object) does have some thickness to it but sometimes collision fails, don't understand how can I control it and what if I needed a thin geometry in my shot, How can I make collisions to work with thin geo?
Is there any correlation between the particle count or particle radius? e.g If I increase particle count then should I decrease particle radius considering the water-like liquid.
How can I get rid of a few particles which got stuck with the surface of the vessel though the rest of the simulation works perfectly fine?
I have recently started working with Houdini Flip and while trying to achieve air bubble inside Flip simulation in a pouring liquid, I am failing quite miserably. I have used Air Incompressibility but unable to achieve the air bubbles while pouring the liquid something similar to https://www.facebook.com/particleskull/videos/1987853528104282? [www.facebook.com]
Apart from that, I have a few questions and I am very hopeful that I will receive my answers here.
When I reduce particle separation (high particle count) my collision fails and in order to fix it, I reduce grid size and increase iterations too. So my question is how should I proceed, What should I tweak first grid size or iterations so that I achieve a better collision?
In the attached scene file I intentionally used low particle count in order to view and block out my sim but less particle count often cause my collision to fail, Is there any other way to achieve it so that I can save processing time with high particle count?
My vessel (object) does have some thickness to it but sometimes collision fails, don't understand how can I control it and what if I needed a thin geometry in my shot, How can I make collisions to work with thin geo?
Is there any correlation between the particle count or particle radius? e.g If I increase particle count then should I decrease particle radius considering the water-like liquid.
How can I get rid of a few particles which got stuck with the surface of the vessel though the rest of the simulation works perfectly fine?
Edited by mohitsherman - 2020年5月24日 22:35:07
Technical Discussion » Flat Tank and Arnold
- mohitsherman
- 27 posts
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Technical Discussion » UV Autoseam crashes.
- mohitsherman
- 27 posts
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When I apply texture while doing UV's, no matter what option I click my Houdini Crashes with “Fatal Error Segmentation Fault”.
I have re-installed my RTX 2070 drivers but still same error. I am unable to work further and tweak my UV mapping.
My Computer is Ryzen7 3700X
Please share your thoughts, How can I avoid this error and frequent crashing of Houdini.
I have re-installed my RTX 2070 drivers but still same error. I am unable to work further and tweak my UV mapping.
My Computer is Ryzen7 3700X
Please share your thoughts, How can I avoid this error and frequent crashing of Houdini.
Edited by mohitsherman - 2019年10月6日 21:26:08
Technical Discussion » Segmentation Fault Error Crash
- mohitsherman
- 27 posts
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When I apply texture while doing UV's, no matter what option I click my Houdini Crashes with “Fatal Error Segmentation Fault”.
I have re-installed my RTX 2070 drivers but still same error. I am unable to work further and tweak my UV mapping.
My Computer is Ryzen7 3700X
Please share your thoughts, How can I avoid this error and frequent crashing of Houdini.
I have re-installed my RTX 2070 drivers but still same error. I am unable to work further and tweak my UV mapping.
My Computer is Ryzen7 3700X
Please share your thoughts, How can I avoid this error and frequent crashing of Houdini.
Edited by mohitsherman - 2019年10月6日 06:05:52
Technical Discussion » Visible Gaps while creating Fur Guides
- mohitsherman
- 27 posts
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I am trying to generate fur but unfortunately while generating guides on the subdivided surface, there are visible gaps where fur guides are not generated. please do let me know what am I doing wrong . I have attached screenshots for your reference.
Technical Discussion » comb fur and others hairs tool
- mohitsherman
- 27 posts
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Hi,
I suppose now the options have been removed and they still have to update the documentation.
For Guard Hair, they have introduced White hair in the Menu “Guide Process” and all the brushes in Guide Brushes Tab.
I myself is new learner so I may be wrong, do let me know if it is what you are looking.
I suppose now the options have been removed and they still have to update the documentation.
For Guard Hair, they have introduced White hair in the Menu “Guide Process” and all the brushes in Guide Brushes Tab.
I myself is new learner so I may be wrong, do let me know if it is what you are looking.
Edited by mohitsherman - 2019年10月5日 23:08:58
Houdini Indie and Apprentice » Vellum Cloth Questions coming from nCloth Maya
- mohitsherman
- 27 posts
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Hi ,
Would it be possible in Houdini to paint input mesh attract, If Yes please explain How?
I highly appreciate if someone can share scene file for my better understanding.
Would it be possible in Houdini to paint input mesh attract, If Yes please explain How?
I highly appreciate if someone can share scene file for my better understanding.
Technical Discussion » MOTION VECTOR PASS FOR VOLUME USING RAYTRACE ENGINE?????
- mohitsherman
- 27 posts
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May be I miss something but I am looking for motion vector pass for fluids/volume using raytrace engine,Hope there is also an example file for it which I can review and understand.
Technical Discussion » MOTION VECTOR PASS FOR VOLUME USING RAYTRACE ENGINE?????
- mohitsherman
- 27 posts
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Can Houdini generate motion vector pass for Volumes using raytrace Engine? If Yes, Please share how and How can we optimise it for faster rendering.
I have tried using micropolygon but it is very slow.
I have tried using micropolygon but it is very slow.
Technical Discussion » Houdini 14 Pyro passes
- mohitsherman
- 27 posts
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Please excuse me guys,I am new to Houdini and I was trying to generate few passes of Pyro in Houdini but unfortunately I was unable to achieve those,I hope you guys would help me in resolving the following issues I have faced. I have enclosed my project as well as rendered .exr files for your consideration.
1)How can I generate motion vector pass by using Raytrace Engine in Houdini 14 Build 14.0.291 ?
2) I have generated few passes in houdini please check .exr file but I am unable to see fire and smoke mask in nuke though these masks are visible in Houdini Image Viewer.Please also explain how can I comp them together especially motion vector?
3) Can you explain me should I render Pyro using raytrace engine or PBR,I find raytrace engine fast and more efficient than PBR ,please correct me what I am doing wrong or how can I speed up my PBR rendering without compromising the quality?
4) Is there a way I can add displacement to my Pyro ?
5) How I can generate Volume Light Pass ?
6) How I can generate RGB pass ?
Thanks in anticipation.
1)How can I generate motion vector pass by using Raytrace Engine in Houdini 14 Build 14.0.291 ?
2) I have generated few passes in houdini please check .exr file but I am unable to see fire and smoke mask in nuke though these masks are visible in Houdini Image Viewer.Please also explain how can I comp them together especially motion vector?
3) Can you explain me should I render Pyro using raytrace engine or PBR,I find raytrace engine fast and more efficient than PBR ,please correct me what I am doing wrong or how can I speed up my PBR rendering without compromising the quality?
4) Is there a way I can add displacement to my Pyro ?
5) How I can generate Volume Light Pass ?
6) How I can generate RGB pass ?
Thanks in anticipation.
Houdini Indie and Apprentice » Opacity in Fire
- mohitsherman
- 27 posts
- Offline
I was trying to make the Oil Fire as the reference video uploaded but some how I am unable to achieve the desired result .
I am using Advect as mentioned in the discussion above.
#I am missing the Rolling/twirling/swirling effect in the fire as well as in the smoke.
#Also I am unable to control the smoke dissipation and losing the overall shape of my fire which I would like to be something like my reference mov.
I would request to share your expert suggestions what should I be doing or missing in order to achieve the desired result.
I am using Advect as mentioned in the discussion above.
#I am missing the Rolling/twirling/swirling effect in the fire as well as in the smoke.
#Also I am unable to control the smoke dissipation and losing the overall shape of my fire which I would like to be something like my reference mov.
I would request to share your expert suggestions what should I be doing or missing in order to achieve the desired result.
Houdini Lounge » Fire with Volcano preset
- mohitsherman
- 27 posts
- Offline
Hi,
I would like to apologize for inserting my issue in this old thread but I find that it is the most appropriate thread for what I am trying to achieve.
I was trying to make the Oil Fire as the reference video uploaded but some how I am unable to achieve the desired result .
I am using Advect as mentioned in the discussion above.
#I am missing the Rolling/twirling/swirling effect in the fire as well as in the smoke.
#Also I am unable to control the smoke dissipation and losing the overall shape of my fire which I would like to be something like my reference mov.
I would request to share your expert suggestions what should I be doing or missing in order to achieve the desired result.
I would like to apologize for inserting my issue in this old thread but I find that it is the most appropriate thread for what I am trying to achieve.
I was trying to make the Oil Fire as the reference video uploaded but some how I am unable to achieve the desired result .
I am using Advect as mentioned in the discussion above.
#I am missing the Rolling/twirling/swirling effect in the fire as well as in the smoke.
#Also I am unable to control the smoke dissipation and losing the overall shape of my fire which I would like to be something like my reference mov.
I would request to share your expert suggestions what should I be doing or missing in order to achieve the desired result.
Houdini Indie and Apprentice » Opacity in Fire
- mohitsherman
- 27 posts
- Offline
Thanks man ,I highly appreciate your efforts and guidelines.
I will look into your file and will let you know.
I will look into your file and will let you know.
Houdini Indie and Apprentice » Opacity in Fire
- mohitsherman
- 27 posts
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So I have tried something after going through Joker's file and I am not satisfied with the result. So here are my queries:
# How can I control my smoke so that I can only receive smoke at top of the Fire?
#Why I am getting that greenish hue in the bottom of the fire and how can I remove it ?
# At present my fire lacks detail so how can I increase detail in the fire?
#I want to render it with sphere being visible as now the sphere is converted to volume so what is idle process to achieve something like that,I don't wanna indulge in any post process.
# I have also enclosed the file for your consideration the current render is of 47th frame.
# Please help me in improving the render setting what should be the idle render settings for rendering.
Houdini Indie and Apprentice » Opacity in Fire
- mohitsherman
- 27 posts
- Offline
Hi
Call me ignorant but I would like to know how and why you made decision to raise the range of field shape in color density and increase the ramp value of 2 by decreasing the end values.
Call me ignorant but I would like to know how and why you made decision to raise the range of field shape in color density and increase the ramp value of 2 by decreasing the end values.
Technical Discussion » HDK :: disable parameters in DOP [SOLVED]
- mohitsherman
- 27 posts
- Offline
Try adding a Null in the DOP network ( do not connect it to any chained network) and make it's display on.
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