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Houdini Lounge » Advanced Lighting in Houdini - training course release
- ragupasta
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Looking very good. I'll buy this this weekend. Can never have too much information on adv lighting (Houdini specific is always better). It's a subject a lot of places shy away from making tutorials for it.
Houdini Lounge » Up vector explanation...
- ragupasta
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As for visulaizing the attrib. Hit D over the viewport for display options. Look at custom in the bottom half of the screen, and click what looks like a point normal to the right side. An edit window will pop up. Name and label it, but make sure you use the correct attribute name (in this case “up”).
After this look on the right viewport stowbar where the display options for the view are. 4th from last, kinda looks like a speech bubble. Left click and hold it and choose which ever custom attribs you have created.
Cheers
Edit: Ick sorry I forgot to resize the image smaller..
After this look on the right viewport stowbar where the display options for the view are. 4th from last, kinda looks like a speech bubble. Left click and hold it and choose which ever custom attribs you have created.
Cheers
Edit: Ick sorry I forgot to resize the image smaller..
Houdini Lounge » Houdini 12 install raises a red flag with Antivir
- ragupasta
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Hmm Im running a virus def file of 7.11.26.40 and im still getting the false positve pop up (thinking that the version numbers increase, I should be sorted ). It popped up this morning after I logged on.
Perhaps you might want to re-mail them edward. If not I will do so. Might get more weight if you do though.
Thought Id let you know. It's not an issue for me. I trust Side Fx, so I have no problems adding that file to my exception list (although thats a habit I would rather not get into.)
Perhaps you might want to re-mail them edward. If not I will do so. Might get more weight if you do though.
Thought Id let you know. It's not an issue for me. I trust Side Fx, so I have no problems adding that file to my exception list (although thats a habit I would rather not get into.)
Houdini Indie and Apprentice » is looking for tracking/ matchmove soft
- ragupasta
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Syntheyes or PFMatchIT.
PFMatchIT: £600 http://techstore.escapestudios.co.uk/shop/pfmatchit.html [techstore.escapestudios.co.uk]
Sytheys: £396.70 per licence https://ssonte.fatcow.com/cgi-bin/shopping.php [ssonte.fatcow.com]
I did the PFMatchIT intro at FXPHD, and being node bases I quite liked it, however a few people don't. Perhaps they look at it like PFTrack which it's not supposed to be. PFtrack has a lot more features than this. I like the idea of being able to solve a scene in the background whilst you work on another. Node based tips and tricks are great!
PFMatchIT: £600 http://techstore.escapestudios.co.uk/shop/pfmatchit.html [techstore.escapestudios.co.uk]
Sytheys: £396.70 per licence https://ssonte.fatcow.com/cgi-bin/shopping.php [ssonte.fatcow.com]
I did the PFMatchIT intro at FXPHD, and being node bases I quite liked it, however a few people don't. Perhaps they look at it like PFTrack which it's not supposed to be. PFtrack has a lot more features than this. I like the idea of being able to solve a scene in the background whilst you work on another. Node based tips and tricks are great!
Houdini Indie and Apprentice » Object disappear after clicking "High Quality Light
- ragupasta
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Other people have reported such happenings and it seems to be down to the openGL within Houdini.
Work in Progress » Smoke Custom Forces For Morph Effects
- ragupasta
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Technical Discussion » Fluid Intersection Problem ??
- ragupasta
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Increasing the substeps does increase the time it takes to simulate (if you increase it to 2, it will calculate twice per frame instead of once. 3 times will be 3 calculations per frame, ect, ect). You need to find a substep as low as you can before the collisions fail. Reduce the collision guide geometry samples to as low as you can before it starts to create holes, and increase the particle seperation parameter to reduce fluid particles.
It's a careful balancing act between these values, so it's try and tweak values, then try again and tweak more values.
It's a careful balancing act between these values, so it's try and tweak values, then try again and tweak more values.
Houdini Lounge » File to POP network?
- ragupasta
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If you add a popnetwork to the filesop. Add a sourcepop and in the impulse activation type $FF == 1 and in the impulse amount type $NPT (turning constant birth rate to 0). This will bring just those points into the particle system (as in sops they are points not particles) and you can now manipulate them inside the pop context.
Houdini Indie and Apprentice » Resize Smoke Box Tutorial with Object
- ragupasta
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yup voxel padding is a must for resizing. The higher the res of the sim, the more padding you will need.
Also here is a method of using a sop solver inside of dops instead of importing into sops.
Also here is a method of using a sop solver inside of dops instead of importing into sops.
Technical Discussion » Fluid Intersection Problem ??
- ragupasta
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Also check the collision tab on your static/rbd, and make sure the collision geometry has no holes in it. Turn off display geometry, and under collisions turn on “show collision guide geometry”. If there is any holes, then increase the divisions to close them up.
Also remember to make sure your static/rbd has “use deforming geometry” toggle enabled. As scaling is happening the volume collision rep needs recalculating per frame.
I would assume that the fluid is moving quickly, if this is the case then the speed may be negating the integer values the dopsim is calculating. Try upping the substeps on the dynamics node at object level to anywhere around 3<–>5.
Calculating more substeps might catch the collisions before they pass through the mesh.
Also remember to make sure your static/rbd has “use deforming geometry” toggle enabled. As scaling is happening the volume collision rep needs recalculating per frame.
I would assume that the fluid is moving quickly, if this is the case then the speed may be negating the integer values the dopsim is calculating. Try upping the substeps on the dynamics node at object level to anywhere around 3<–>5.
Calculating more substeps might catch the collisions before they pass through the mesh.
Houdini Lounge » New Video Tutorial - building a Counting Frame
- ragupasta
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Another nice addition to your tutorial collection.
However I must say, you really need to invest in using a microphone. It's far easier to get concepts and methodology across vocally, rather than using small text-based guides.
Thanks again though, these certainly will be of use.
However I must say, you really need to invest in using a microphone. It's far easier to get concepts and methodology across vocally, rather than using small text-based guides.
Thanks again though, these certainly will be of use.
Technical Discussion » Rendering lit fog as a seperate pass.....
- ragupasta
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Have a search on here and odforce. I vaguely remember Jeff making a volumetric light type effect using a volume primitive, which renders super-fast. It's a bit of a hack, but its good, fast and easy to separate into a pass.
Houdini Indie and Apprentice » Question about volume mixing
- ragupasta
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Your link gives this…
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403 Permission Denied
You do not have permission for this request /details/l9trp/fire-and-water-1280x800-wallpaper-l9trp.jpg
Houdini Indie and Apprentice » Procedural start
- ragupasta
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L-Systems are quite difficult to understand. CMIVFX has a L-Systems set. It's using Houdini 8, but everything is the same. And the tutor is frenchOp. Hes a very talented guy. Thie is really a good training set to be sure!
Don't forget there are 2 volumes…
http://www.cmivfx.com/tutorials/view/51/Houdini+L-System+Essentials+1 [cmivfx.com]
Don't forget there are 2 volumes…
http://www.cmivfx.com/tutorials/view/51/Houdini+L-System+Essentials+1 [cmivfx.com]
Houdini Indie and Apprentice » about the fluid emission ...
- ragupasta
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If your making an ocean, how about using some sin() + cos() plus some surface noise on a dense grid?
Particle fluids can emit from a single polygon. They emit from the points on the surface, so you could use a scattersop to get a more organic desirable emission result.
Particle fluids can emit from a single polygon. They emit from the points on the surface, so you could use a scattersop to get a more organic desirable emission result.
Houdini Indie and Apprentice » Procedural start
- ragupasta
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I used it as a descriptive term, not literally. But if you want to create some of the things grayOlorin suggested, take a look at L-Systems.
http://en.wikipedia.org/wiki/L-system [en.wikipedia.org]
http://en.wikipedia.org/wiki/L-system [en.wikipedia.org]
Houdini Indie and Apprentice » about the fluid emission ...
- ragupasta
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Houdini Indie and Apprentice » Procedural start
- ragupasta
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Technical Discussion » Need help with proper motion blur
- ragupasta
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circusmonkey
Sometimes things are just better done in one 3d package.
rob
This is sound advice. Doesn't always work this way, but it's nice when it does.
Technical Discussion » Liquid Explosion??
- ragupasta
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Your welcome. Post your animations when you make them, so we can all see how its coming along.
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