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Technical Discussion » Animate noise inside vopsop for viscosity attribute ?
- Solitude
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Technical Discussion » Animate noise inside vopsop for viscosity attribute ?
- Solitude
- 373 posts
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Uv's are good too depending on the situation and what you want stuck to the particles. The cool thing about rest is that you can always put the points back to rest, project the uvs how you want and then copy the uvs back onto the animated points.
Technical Discussion » Animate noise inside vopsop for viscosity attribute ?
- Solitude
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For the noise, you can also use a rest position before sending it to dops. Then you can use rest instead of P for your noise lookup.
Side note: You can do cool stuff using rest positions and fluids: http://fx-td.com/?p=329 [fx-td.com] Getting the noise to move with the fluid but then fade between two rest positions to help remove the smearing you'd get otherwise.
Side note: You can do cool stuff using rest positions and fluids: http://fx-td.com/?p=329 [fx-td.com] Getting the noise to move with the fluid but then fade between two rest positions to help remove the smearing you'd get otherwise.
Technical Discussion » VDB for collisions
- Solitude
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If you are using a standard houdini volume and use “volume sample” and proxy volume, it just fetches the volume, so there's no need to to save them in dops. No benefit afaik. You can use vdb and do convertvdb before sending it to dops.
On the other hand, and this may be a bug, if you are using vdb and use volume sample, then it will actually sample the volume to the resolution specified on the static object. It'd be nice to get this fixed / make it more consistent. Allow file to use bgeo, add a check box for proxy volume to “use volume directly” instead of sampling it…
On the other hand, and this may be a bug, if you are using vdb and use volume sample, then it will actually sample the volume to the resolution specified on the static object. It'd be nice to get this fixed / make it more consistent. Allow file to use bgeo, add a check box for proxy volume to “use volume directly” instead of sampling it…
Technical Discussion » VDB for collisions
- Solitude
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Why aren't you just generating the sdf in sops and using it in dops for your collisions?
Houdini Lounge » Flipbook a to a fixed resolution
- Solitude
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Hmmm good question. You should put in an rfe for that. You could put a big gray sphere around your scene as a workaround…
Houdini Lounge » Flipbook a to a fixed resolution
- Solitude
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The opengl rop should do what you are asking. You can also chain it up to a fetch rop (fetch the dop i/o in sops that is caching the bgeo of your sim) so that you can start caching a sim and do the gl preview frame by frame. Super handy for previewing a sim while it runs.
Technical Discussion » is pinanimation attribute working on cloth objects?
- Solitude
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Houdini Lounge » Pyro Explosion with tutorials and project files.
- Solitude
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Nice work Andrew! Glad you're still rockin it!
P.S. Glow-ology 101 man… needs more glow
P.S. Glow-ology 101 man… needs more glow
Houdini Learning Materials » Houdini fx v/s Max
- Solitude
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I think Max will iterate faster, but Houdini you'll end up doing less iterations… kind of evens itself out. For a single user (FX artist in this case), Houdini is a lot cheaper, more stable, and less hassle than dealing with Max and all the plugins you'd need to try and match Houdini.
Houdini Lounge » How to adjust emission rates in houdini 13 particles?
- Solitude
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You can also use pop replicate with “Emit from Attribute” enabled. You can control the emit attribute to control the emission rate based on vel.
Houdini Lounge » Sidefx at siggraph
- Solitude
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…Pretty sure they always have a booth… as for what's going to be going on there is another story.
Technical Discussion » Group flip objects ?
- Solitude
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You shouldn't be using two flip objects. You should merge the two sources together in sops and use sop groups before plugging it into flip. You can then use the geometry group you want in the pop advect by volumes.
Houdini Lounge » Accumulative Point Group?
- Solitude
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Houdini Lounge » Accumulative Point Group?
- Solitude
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Most likely, you'll have to use a sop solver (solver sop node) and create an attribute that does the accumulation for you, then you can use that attribute to determine the group. Sops are not history dependent, so they calculate everything on every frame. In a sop solver you get the frame before so you have something to calculate against for accumulating your values.
Technical Discussion » FLIP UVs, again..
- Solitude
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hcmistryvfx
It looks like the dual uvs are working fine, but you don't appear to have any rest field data, or the positions in the rest field aren't being updated at all. Did you sim out the rest fields as well?
^That was my colleague logged in on this machine. oops!
It is definitely not suited for some situations, and the can occasionally require some fancier setups (igor's setup for instance). I think mine works well for flowing liquid like in my river scene, but probably not too much else.
Houdini Lounge » Houdini and Multi UV Tiles
- Solitude
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I was able to get it working in the vp by having different shop nodes for each texture. The uvs were fine staying as is, you have to assign polys the shop_materialpath attribute to point to your display shops (one for each tile, and don't forget to remove the shop_materialpath attribute before render). My render material reads the texmap from primitive attributes, so I only need one material there. I did it with a python sop recently – was actually quite easy, even though I have a model with like 30 tiles . ;P
Technical Discussion » FLIP UVs, again..
- Solitude
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Can't check out the file till tonight, but have you tried using the ‘other’ rest ratio? I had the same issue, but then I plugged in rest ratio2 I think, and it magically worked.
Technical Discussion » FLIP UVs, again..
- Solitude
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Hey Guys,
Attached a file that has the concept working. You could do it on points first, but I figured what the hey… and just did it on the mesh since I already had it cached. I set up a vop in sops to put the color onto points, but I also put it into the shader with it (just quickly) set up for rendering.
Attached a file that has the concept working. You could do it on points first, but I figured what the hey… and just did it on the mesh since I already had it cached. I set up a vop in sops to put the color onto points, but I also put it into the shader with it (just quickly) set up for rendering.
Technical Discussion » FLIP UVs, again..
- Solitude
- 373 posts
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I should be able to try it out tonight. I thought of a better solution. I have to test it though… I think it should be doable in sops after I have the rest positions from the field the same way i ha e it set up already. Just put all particles to rest position 1,and 2 set a max size for the uvs and then apply uv1 and 2 accordingly then just copy the UV over. It works in my head… Should work…
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