Any Houdini version, apprentice or not, shouldn't give this kind of artifacts.
If you are rendering on the render view, do you have preview mode turned on?
If you aren't using it, maybe try post here the render settings
Edit: Rob has been faster
Found 33 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Mantra Rendering shadow bug?
- Andrea Sbabo
- 33 posts
- Offline
Technical Discussion » Offset copy of a curve, how ..?
- Andrea Sbabo
- 33 posts
- Offline
Hi,
one way could be to create a normalized vector pointing to the wanted direction. Duplicate the curve. Then add this vector multiplied by a float (which value is the desired offset) to the position.
The vector can't be unidirectional for all the points of course, but needs to be relative to the tangent of the curve (like the arrows in your second picture). The node called polyframe can help you on this. For example you can rotate a vector N as you prefer by using the generated tangent as axis.
one way could be to create a normalized vector pointing to the wanted direction. Duplicate the curve. Then add this vector multiplied by a float (which value is the desired offset) to the position.
@P = @your_direction_vector * chf("offset");
The vector can't be unidirectional for all the points of course, but needs to be relative to the tangent of the curve (like the arrows in your second picture). The node called polyframe can help you on this. For example you can rotate a vector N as you prefer by using the generated tangent as axis.
Technical Discussion » PyroVolume to poly Texture projection to baked texture?
- Andrea Sbabo
- 33 posts
- Offline
In Houdini everything is possible
Anyway, this could be a great challenge. I don't have a solution now but just some ideas
volume simulation to polygons -> there shouldn't be any problems
extract and project the texture information to the alembic -> For the abc geometry, do you mean the explosion converted to geometry or another object? I have never tried this but I guess there are different possibilities based on how many details you need.
The first thing I would try is to project/deform a sphere to follow the volume. This way it would be really easy to have uvs on the object and hopefully get a better result.
If you want finer/better details projecting it once on the volume it would not be enough though. Probably you need to do it more multiple times per frame to get and contemplate all the cavities.
For the texture,you can sample values from the volume to the sphere points (but really a lot of points to get something decent)
to bake such texture from the poly -> If you have a specific camera you can avoid the need of “static” uvs since the texture is animated.
That's a crazy idea but would be super cool I guess: probably is also possible to use rendering related VEX functions and then the mercator projection to get the same result. Ray trace values from the volume to a huge imaginary sphere around that, and then using the mercator projection to convert this values to a rendered texture. IF it works it would avoid the use of heavy geometry but the time to build that would not be worth it, if not for learning purposes
Anyway, this could be a great challenge. I don't have a solution now but just some ideas
volume simulation to polygons -> there shouldn't be any problems
extract and project the texture information to the alembic -> For the abc geometry, do you mean the explosion converted to geometry or another object? I have never tried this but I guess there are different possibilities based on how many details you need.
The first thing I would try is to project/deform a sphere to follow the volume. This way it would be really easy to have uvs on the object and hopefully get a better result.
If you want finer/better details projecting it once on the volume it would not be enough though. Probably you need to do it more multiple times per frame to get and contemplate all the cavities.
For the texture,you can sample values from the volume to the sphere points (but really a lot of points to get something decent)
to bake such texture from the poly -> If you have a specific camera you can avoid the need of “static” uvs since the texture is animated.
That's a crazy idea but would be super cool I guess: probably is also possible to use rendering related VEX functions and then the mercator projection to get the same result. Ray trace values from the volume to a huge imaginary sphere around that, and then using the mercator projection to convert this values to a rendered texture. IF it works it would avoid the use of heavy geometry but the time to build that would not be worth it, if not for learning purposes
Houdini Learning Materials » Applied Dynamics: Volume Source & Smoke Object
- Andrea Sbabo
- 33 posts
- Offline
Yes you are right. The Initial Data should be empty if you import your fields with the VolumeSource.
For example, using DOP Import Fields to import the volumes from DOP I usually put:
In DOP Network the path for it -> /obj/dopnet_pyrosim
In Default Object the name of the SmokeObject -> smokeobject
Then you can select one of the presets in the dropdown menu -> Pyro for example
That should be enough
For example, using DOP Import Fields to import the volumes from DOP I usually put:
In DOP Network the path for it -> /obj/dopnet_pyrosim
In Default Object the name of the SmokeObject -> smokeobject
Then you can select one of the presets in the dropdown menu -> Pyro for example
That should be enough
Houdini Learning Materials » Applied Dynamics: Volume Source & Smoke Object
- Andrea Sbabo
- 33 posts
- Offline
ImNotJohnSmith
However when I was trying to cache my sim using a File SOP and a DOPImportField, it wouldn't play the cache unless I added my SOURCE (PyroSource's Null) to the Density/Temperature SOP Path. Once I did that it would play the cache I had saved.
This part is not really that clear. Usually there isn't the need to use the Density and Temperature SOP path you mentioned.
If you use the VolumeSource, have you selected the PyroSource's Null in “SOP path” (always inside the VolumeSource)?
If yes and you can see the simulation running correctly inside the DOP network, I guess is a problem with the DOPImportField. Maybe you aren't importing the right fields from DOP?
Houdini Learning Materials » PyroFX shop shader (fireball) issue
- Andrea Sbabo
- 33 posts
- Offline
Hi!
Now all the shaders have been moved from the “shop” menu to the “mat” menu. If you used the shelf tool for creating the explosion, here you should find the fireball shader created by default.
Now all the shaders have been moved from the “shop” menu to the “mat” menu. If you used the shelf tool for creating the explosion, here you should find the fireball shader created by default.
Houdini Learning Materials » SIGGRAPH 2017 - Lighting and Rendering (Scott Keating)
- Andrea Sbabo
- 33 posts
- Offline
On the principled shader have you enabled under the Displacement tab the option “Enable Input Displacement”? I think he forgot to say it at the beginning
Edited by Andrea Sbabo - 2018年12月4日 04:46:37
Technical Discussion » H 16.5 Crashing when using expression for scatter
- Andrea Sbabo
- 33 posts
- Offline
Hi! Does it happen with every expression you tried?
Maybe you can try this: create a null with a float value, then copy the value to the scatter in the density parameter as relative reference.
Maybe you can try this: create a null with a float value, then copy the value to the scatter in the density parameter as relative reference.
Houdini Lounge » Volume shadows inside DOP
- Andrea Sbabo
- 33 posts
- Offline
Hi Rob. Thanks for the reply. I have tried this and also to change the various type of lighting on the right of the viewport, but none of them have been able to affect the volume shadows.
Houdini Lounge » Volume shadows inside DOP
- Andrea Sbabo
- 33 posts
- Offline
Hello! Recently I have updated Houdini to version 17. Not really a huge problem but doesn't seem to show the shadows inside the DOP network. If I visualize the same volume outside of DOP context of course it works perfectly. In the smokeobject I have tried increasing the density scale but still no shadows.
I guess there is an option somewhere, but I haven't been able to find it. Any ideas? Thanks
I guess there is an option somewhere, but I haven't been able to find it. Any ideas? Thanks
Work in Progress » Ocean surface extension weirdness
- Andrea Sbabo
- 33 posts
- Offline
Happened to me too a couple of times. I've noticed that helps modifying in the particle fluid surface “Erosion scale” and some parameters in the flattening tab (For example “Flatten distance” and “Pad Bounds” and “Extrude distance/subdivisions”). Also disabling the deleting of primitives based on camera frustum can help.
I still have no idea what causes this problem so this “solution” may not work for your scene
I still have no idea what causes this problem so this “solution” may not work for your scene
Technical Discussion » Urgent pyro help needed!
- Andrea Sbabo
- 33 posts
- Offline
Maybe it's because of the “burn rate” and “ fuel inefficiency” in the pyro solver. Try put the burn rate to something like 1 and fuel inefficiency to 0.
Work in Progress » FX/ Generalist Reel 2018
- Andrea Sbabo
- 33 posts
- Offline
-
- Quick Links