Hey everyone,
I need BIG waves and smaller waves on top. So the method would be to give a deformed grid in the ocean evaluate, so that it already has the big deformation. Or even do it after the ocean evaluate. But I want none of this.
Is there a way to "deform" directly the volume that comes out of the ocean spectrum SOP, adding for example values to the amplitude volume based on the deformation of a grid (with a flat grid as a rest and a deformed grid to give the amplitude bewteen the rest and the deformed grid). I tried some methods with point cloud and sampling the values to add them to the amplitude volume, but it just doesn't work (I think I just don't know enough of the process happening inside the ocean spectrum SOP anyway).
It might not sound very clear, but I just want to give my ocean spectrum a specific deformation so that I can plug it in a FLIP sim, and I don't want to do post deformatio of my sim.
I tried to do the deformation directly inside the ocean source wave tank (applying deformation to the points and the fields), but it doesn't give good results during the sim. So I just need my ocean spectrum to be deformed in the first place.
Thank you,
Tom
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Technical Discussion » Deform or add specific values to the ocean spectrum sop
- Lewul
- 250 posts
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Technical Discussion » Writing exr with OCIO to jpg in COPs
- Lewul
- 250 posts
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Technical Discussion » Writing exr with OCIO to jpg in COPs
- Lewul
- 250 posts
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Thanks for you answer jsmack.
I was indeed using this method, but I have no idea of what to put in the "From space" and "To space" values.
I was indeed using this method, but I have no idea of what to put in the "From space" and "To space" values.
Technical Discussion » Writing exr with OCIO to jpg in COPs
- Lewul
- 250 posts
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Hello everyone,
I am currently rendering frames with Mantra in OCIO, and then I am using COPs to modify my final image. But my goal is then to export the final frames to jpg. But obviously when I write my exr rendered with OCIO into jpg, I have a different image from the one I had in the render view and in the composite view. Does anyone knows which parameter I need to use before writing out my frames into jpg ? Do I need to do some sort of conversion in a vop ?
Thanks a lot,
Tom
I am currently rendering frames with Mantra in OCIO, and then I am using COPs to modify my final image. But my goal is then to export the final frames to jpg. But obviously when I write my exr rendered with OCIO into jpg, I have a different image from the one I had in the render view and in the composite view. Does anyone knows which parameter I need to use before writing out my frames into jpg ? Do I need to do some sort of conversion in a vop ?
Thanks a lot,
Tom
Technical Discussion » Same dynamic in vellum on two different curves topology
- Lewul
- 250 posts
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Here, it break where there is a lot of branches, which makes sense. But I would like deformation to be uniform.
Technical Discussion » Same dynamic in vellum on two different curves topology
- Lewul
- 250 posts
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Wait I'll send you another scene to explain you why, I didn't want to share a ‘complicated’ scene (the scene won't be complicated at all but I thought sending an example with just a curve would be enough), maybe you'll see what the problem is.
Technical Discussion » Same dynamic in vellum on two different curves topology
- Lewul
- 250 posts
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Thank you ! Pretty useful. Not sure if it's what my setup should use but it's a great start.
Technical Discussion » Same dynamic in vellum on two different curves topology
- Lewul
- 250 posts
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Technical Discussion » Same dynamic in vellum on two different curves topology
- Lewul
- 250 posts
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Hi everyone,
Quick vellum question here, is there any way to get the same dynamic I have on the curve with the points uniformly spaced but on the curve with the ‘dirty’ spaced points. It makes sense that it will bend more where there is more points, but I really want to avoid it and yet keep the same point spacing as the ‘dirty’ curve. Not sure if it's clear.
Also, I don't want to use a point deform or any post sop operation, I need to sim this ‘dirty’ curve.
Thanks,
Tom
Quick vellum question here, is there any way to get the same dynamic I have on the curve with the points uniformly spaced but on the curve with the ‘dirty’ spaced points. It makes sense that it will bend more where there is more points, but I really want to avoid it and yet keep the same point spacing as the ‘dirty’ curve. Not sure if it's clear.
Also, I don't want to use a point deform or any post sop operation, I need to sim this ‘dirty’ curve.
Thanks,
Tom
Edited by Lewul - 2020年4月26日 17:48:15
Technical Discussion » Loading point cloud in a shader with instanced volumes
- Lewul
- 250 posts
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Technical Discussion » Loading point cloud in a shader with instanced volumes
- Lewul
- 250 posts
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Hi everyone,
I am currently using the instancing to do some pyro stuff, so I have points and each points are instancing a container. But I have many points, so the instancing is pretty efficient.
So I am using the Instance node, in the object level, and inside I'm loading the points that will later be containers when rendered.
But I am also loading points as a point cloud in the shader of the volume, each point has a color and that color is transfered on the diffuse's volume. So it's working fine with classing volume, but it's not working when it's instanced. So I tried with a copy stamp, with the volumes being packed before copying, it works but it's very heavy and the render is not efficient because there is so many container that are on top of each other that it's taking ages to render. So I used the volumestamp sop, and it's also working, but again it's very heaving to make each frame, because the final container is pretty big, even with vdb.
So my question is, can I avoid these two methods, the copy stamping and volume stamping, and just keep using the instancing but still be able to load my point cloud in my shader ? Or is it just not possible ?
Thank you,
Tom
I am currently using the instancing to do some pyro stuff, so I have points and each points are instancing a container. But I have many points, so the instancing is pretty efficient.
So I am using the Instance node, in the object level, and inside I'm loading the points that will later be containers when rendered.
But I am also loading points as a point cloud in the shader of the volume, each point has a color and that color is transfered on the diffuse's volume. So it's working fine with classing volume, but it's not working when it's instanced. So I tried with a copy stamp, with the volumes being packed before copying, it works but it's very heavy and the render is not efficient because there is so many container that are on top of each other that it's taking ages to render. So I used the volumestamp sop, and it's also working, but again it's very heaving to make each frame, because the final container is pretty big, even with vdb.
So my question is, can I avoid these two methods, the copy stamping and volume stamping, and just keep using the instancing but still be able to load my point cloud in my shader ? Or is it just not possible ?
Thank you,
Tom
Technical Discussion » Move color palette in the network view
- Lewul
- 250 posts
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Hi everyone,
Is there a way to move the color palette (the one on the network view, to change nodes color) on the left instead of having in on the right ? It might just be personal, but it's quite annoying since my parameters tab is also on the right, and the color palette used to be on the left on the versions below h16. Sorry if the questions has already been asked.
Thank you,
Tom
Is there a way to move the color palette (the one on the network view, to change nodes color) on the left instead of having in on the right ? It might just be personal, but it's quite annoying since my parameters tab is also on the right, and the color palette used to be on the left on the versions below h16. Sorry if the questions has already been asked.
Thank you,
Tom
Technical Discussion » Freeze Cone Twist Constraint deformation
- Lewul
- 250 posts
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But what if I want to keep my twist constraint ? Multiple impacts can happen over time
Technical Discussion » Freeze Cone Twist Constraint deformation
- Lewul
- 250 posts
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Hi everyone,
Is there a simple way to freeze twist constraints after they've been deformed ?
For example in that video : https://vimeo.com/89584231, [vimeo.com] the object almost reacts as a stiff cloth, or a sheet of metal, but what if I want that to act as sheet of metal that keeps its deformation after an impact ? A bit like a car for example, which keeps his bending after impact. But I want to stay with twist constraints.
Thank you,
Tom
Is there a simple way to freeze twist constraints after they've been deformed ?
For example in that video : https://vimeo.com/89584231, [vimeo.com] the object almost reacts as a stiff cloth, or a sheet of metal, but what if I want that to act as sheet of metal that keeps its deformation after an impact ? A bit like a car for example, which keeps his bending after impact. But I want to stay with twist constraints.
Thank you,
Tom
Technical Discussion » Tutorials about matrices in vop sop
- Lewul
- 250 posts
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Technical Discussion » Tutorials about matrices in vop sop
- Lewul
- 250 posts
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But I don't even know how to use all these nodes…
I have some idea on how it works, but I would not be able to do it myself for now.
“it is actually not as bad as it sounds once you get used to it. For rotations, I generally use a lot the Align VOP in between two vectors to generate my quaternians (set it to axis instead of matrix), then after that there are a lot of nice quaternian vops for doing those kinds of operations (qrotate, slerp, etc). if you are using quaternians, you also have the advantage that your rotations will never gimble. There is also a quaternion subfolder in the tab menu for convenience ”
Do you have an example for this kind of situation ?
I'm waiting for your tutorial now :evil:
(You have to consider the fact that I'm coming from a literary training…)
Thanks !
I have some idea on how it works, but I would not be able to do it myself for now.
“it is actually not as bad as it sounds once you get used to it. For rotations, I generally use a lot the Align VOP in between two vectors to generate my quaternians (set it to axis instead of matrix), then after that there are a lot of nice quaternian vops for doing those kinds of operations (qrotate, slerp, etc). if you are using quaternians, you also have the advantage that your rotations will never gimble. There is also a quaternion subfolder in the tab menu for convenience ”
Do you have an example for this kind of situation ?
I'm waiting for your tutorial now :evil:
(You have to consider the fact that I'm coming from a literary training…)
Thanks !
Technical Discussion » Tutorials about matrices in vop sop
- Lewul
- 250 posts
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Hi,
Is there a way to learn about matrices in vop sop, rotation in vop sop, quaternion, transform in vop sop, etc… I just don't get it, and EVERYTIME I see a tutorial with these kind of things, it's not explained, like if it was so simple… I am not a beast in maths, so it's not always easy for me with this kind of stuff.
Thanks,
Tom
Is there a way to learn about matrices in vop sop, rotation in vop sop, quaternion, transform in vop sop, etc… I just don't get it, and EVERYTIME I see a tutorial with these kind of things, it's not explained, like if it was so simple… I am not a beast in maths, so it's not always easy for me with this kind of stuff.
Thanks,
Tom
Technical Discussion » How to do Mystique Transformation in houdini
- Lewul
- 250 posts
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You can check tutorials about this effect in 3dsmax and Blender, and try to recreate it in Houdini.
Technical Discussion » Extra Image Planes Questions
- Lewul
- 250 posts
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“- All the SSS AOVs (except for sss_clr, the raw unprocessed color) are coming out blank.”
Since H15 I also have this problem.
Since H15 I also have this problem.
Technical Discussion » Dirt Mask limitation
- Lewul
- 250 posts
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Well it seems that the “scope:self” is only compatible with the Ray Tracing engine, but not with PBR… Is it correct ?
With PBR, and with the “scope:self”, the dirt mask just disappears.
With PBR, and with the “scope:self”, the dirt mask just disappears.
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