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Technical Discussion » Collecting project files in houdini
- AndyW
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I'm sure you could collect file dependecies with a script, but the best practice is to have all your dependencies in Houdini point to $JOB or another arbitrary variable. If $JOB is set to for example /projects/Houdini/mycoolshit all the files needed will be in /mycoolshit making it simple to back up or move. In the render menu you can run Pre-Flight Scene to check that all dependencies are relative to $JOB or $HIP
Technical Discussion » Particles to Smoke ?
- AndyW
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You'll need at the very least the pyrosolver, a smoke object, and a source volume in your DOP network just like in the example .hip
Technical Discussion » How to increment POP age by group
- AndyW
- 337 posts
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Ok looks like I've got something working. Many thanks to Francisco Rodriguez for the idea of using pop groups and wrangles to trigger an active state and an active frame in the initial .hip file he posted. All I've done is add another pop wrangle that checks for the active state, if on it sets the current age based on the current frame minus the frame it became active, basically starting the age counter from the time a particle is added to the group.
This is something I'll use all the time so I'm enclosing the .hip file in case anyone else finds it helpful. I'm very new to VEX so any comments or improvements from the experts out there would be great.
This is something I'll use all the time so I'm enclosing the .hip file in case anyone else finds it helpful. I'm very new to VEX so any comments or improvements from the experts out there would be great.
Edited by AndyW - 2016年9月15日 12:48:12
Technical Discussion » Particles to Smoke ?
- AndyW
- 337 posts
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Example enclosed, this is a simple set up skipping the shelf tools so you'll have to add your own dop imports for rendering
Technical Discussion » Particles to Smoke ?
- AndyW
- 337 posts
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Are you trying to emit pyro smoke from particles, or affect your pyro sim with particles? Both are very straightforward. You'll need to feed your particles into a Fluid Source sop and reference that as your source volume in the pyro DOP, the shelf tools do this by default.
Technical Discussion » How to increment POP age by group
- AndyW
- 337 posts
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Technical Discussion » How to increment POP age by group
- AndyW
- 337 posts
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I'm spawning particles only at the first $SF and I'd like to control when they begin incrementing age, preferably by when they're added to a group does that make sense? Any tips?
Technical Discussion » How to make the bubbles of a water pouring glass
- AndyW
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Here's a set up I built for underwater bubbles. It's not the cleanest hip file but I hope it's helpful
Technical Discussion » How to make the bubbles of a water pouring glass
- AndyW
- 337 posts
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You can do underwater bubbles by advecting particles with fluids (pyro smoke), this let's you do fun stuff like driving copy stamping with volume attributes such as bubble scale from temperature etc. You'll need to use an age attribute on a FLIP sim to spawn particles when it dies, so that the initial blobby FLIP breaks up into bubbles. This is what I did the attached link.
The difficult part will be the surface interaction, spawning new particles when interior particles hit the surface and maybe having that trigger a ripple solver. Convert everything to VDB and mesh it all together as a final stage
example underwater bubbles [vimeo.com]
The difficult part will be the surface interaction, spawning new particles when interior particles hit the surface and maybe having that trigger a ripple solver. Convert everything to VDB and mesh it all together as a final stage
example underwater bubbles [vimeo.com]
Technical Discussion » Volume color ramp distance from center to boundary
- AndyW
- 337 posts
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Super helpful file, thanks! I was confused for a moment with the Bind Outputs using “parm” but I see that it's just to see your VOP values in the spreadsheet
Edited by AndyW - 2016年8月24日 09:53:36
Technical Discussion » Volume color ramp distance from center to boundary
- AndyW
- 337 posts
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I'm sure this has been covered and I'm sure it's trivial but I'm not able to find the links. I'd like build a color ramp based on the distance from the center of a volume to it's boundary, and transfer that to points. Tips?
Technical Discussion » powder hit
- AndyW
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Technical Discussion » Ripple solver to displacement map
- AndyW
- 337 posts
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You might try a point VOP with a color ramp on the Y axis, something like in the attached file. Although I've not tried it yet, I'm guessing the new bake tools will make it simple to export maps from there
Technical Discussion » powder hit
- AndyW
- 337 posts
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I'm looking to build a pyro sim something like the image above. I've been experimenting with velocity fields from particles which gets me close, but I'd be curious if anyone has experience with this might have some good tips, thanks!
Technical Discussion » freeze point transform at arbitrary time
- AndyW
- 337 posts
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I'm adding points to the centroid of animated geometry, I'd like to grab point transforms at an arbitrary frame and have it stick to those coordinates, freezing it in place. I know there are ways to do this simply by emitting particles, but that creates a lot of issues with the setup I'm working with.
Technical Discussion » freeze point transform at arbitrary time
- AndyW
- 337 posts
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I'd like to be able to get the current position of a point and freeze it in place, ideally by adding it to a group. In other words, freezing that point at the frame it's added to an arbitrary point group. Any suggestions?
Technical Discussion » transfering velocities after VDB combine
- AndyW
- 337 posts
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Wow, so simple it just might work, haha sorry lack of sleep is turning me into a moron… again
Thanks,
-sleepless in Atlanta
Thanks,
-sleepless in Atlanta
Technical Discussion » transfering velocities after VDB combine
- AndyW
- 337 posts
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Hi folks, this one has me a little stumped. I'm combining a POP sim with copy stamped geometry and a FLIP sim, meshing them together with a vdbcombine. For motion blur I need to transfer velocities back onto the mesh after it's converted to polygons, simple enough with an attribute transfer from one or the other, how would you go about getting v from both?
Technical Discussion » kill particles on next substep
- AndyW
- 337 posts
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Any tips on how I might kill particles on an arbitrary number of substeps after adding them to a group? Thanks!
Technical Discussion » emit new particles at death
- AndyW
- 337 posts
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Very helpful, thanks Jeff! So Dead looks like an integer attribute 1 meaning the particle has died and it stores the last point position?
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