for bubbles you can just use the same particles. have a look at the hip i posted here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=26759&highlight=bubbles [sidefx.com]
note that you will have to turn down the particle separation to get any kind of detail
Found 390 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » can flipSolver affects to another flipSolver?
- zdimaria
- 390 posts
- Offline
Houdini Lounge » Split base and coat reflections into separate image planes?
- zdimaria
- 390 posts
- Offline
separating out the indirect is easy but the direct it a little harder. if you dive into the surface model, you'll see 2 purple netboxes, refection1 and reflection2.
the indirect reflects get added together coming out of these and exported as the sum indirect reflect. all you need to do is separate this into 2 exports.
the direct reflect, is exported at the very end out of the direct lighting shop. to separate this out you will need to duplicate the 2nd half of this network so you can export them separately. (there may be a simpler way to do this but i do not know of it)
the indirect reflects get added together coming out of these and exported as the sum indirect reflect. all you need to do is separate this into 2 exports.
the direct reflect, is exported at the very end out of the direct lighting shop. to separate this out you will need to duplicate the 2nd half of this network so you can export them separately. (there may be a simpler way to do this but i do not know of it)
Houdini Indie and Apprentice » Signed Distance Field for shading purpose ... how ?
- zdimaria
- 390 posts
- Offline
Houdini Indie and Apprentice » Signed Distance Field for shading purpose ... how ?
- zdimaria
- 390 posts
- Offline
also a good resouce when first starting out with rsl if you choose to go that route is http://www.fundza.com/ [fundza.com]
and a really good book is
http://www.amazon.com/RenderMan-Shading-Language-Guide/dp/1598632868 [amazon.com]
and a really good book is
http://www.amazon.com/RenderMan-Shading-Language-Guide/dp/1598632868 [amazon.com]
Houdini Indie and Apprentice » Signed Distance Field for shading purpose ... how ?
- zdimaria
- 390 posts
- Offline
for transferring from sops to shops i believe you can use opabsolute/path/to/sop in place of a file name.
not sure about vdb
i believe the vex function gradient is identical to the gradient from volume vop
as far as writing shaders in vex by hand, a good place to start would be tutorials on rsl. rsl is extremely similar to vex (although i think this is less true when working with pbr?)
not sure about vdb
i believe the vex function gradient is identical to the gradient from volume vop
as far as writing shaders in vex by hand, a good place to start would be tutorials on rsl. rsl is extremely similar to vex (although i think this is less true when working with pbr?)
Technical Discussion » Attribute Promote Vertex UV to Point UV
- zdimaria
- 390 posts
- Offline
hmm i did not realize the attrib transfer did this when transferring vertex attributes, but when thinking about it, it makes sense.
i tried what i think should fix it. although its close, its not working, but im not sure why.
i tried what i think should fix it. although its close, its not working, but im not sure why.
Technical Discussion » Attribute Promote Vertex UV to Point UV
- zdimaria
- 390 posts
- Offline
if you subdivide your sphere a few times it helps alot. im not positive but i think that you are just trying to interpolate too much with the attrib transfer.
i still dont see why you would want to convert vertex uvs to point uvs though.
i still dont see why you would want to convert vertex uvs to point uvs though.
Technical Discussion » Attribute Promote Vertex UV to Point UV
- zdimaria
- 390 posts
- Offline
cant look at the file right now but when going from point uvs to vertex uvs, you will lose information around the seam. this is why vertex uvs are better imo, because there are multiple vertices per point.
Houdini Lounge » EXR 2.0 Release Today
- zdimaria
- 390 posts
- Offline
cbmiles,
you can start deep compositing before houdini implements openexr2. just save out your dcms as rats and SYmek's rat4nuke will allow you to use all of the deepcomp nodes in nuke with them. ive used it on a few projects and aside from the file sizes its really awesome.
https://code.google.com/p/rat4nuke/ [code.google.com]
but yeah, +1 for openexr2 support asap
you can start deep compositing before houdini implements openexr2. just save out your dcms as rats and SYmek's rat4nuke will allow you to use all of the deepcomp nodes in nuke with them. ive used it on a few projects and aside from the file sizes its really awesome.
https://code.google.com/p/rat4nuke/ [code.google.com]
but yeah, +1 for openexr2 support asap
Houdini Lounge » Houdini 13 Wishlist.
- zdimaria
- 390 posts
- Offline
johner, your videos aren't working for me. can you upload them directly to the forum or post them some other way please?
Houdini Indie and Apprentice » pyro to bgeo
- zdimaria
- 390 posts
- Offline
yeah thats fine, just bring your sim back into sops with a dop import fields and then save the fields you want as a .bgeo
if you use the shelf tools they will set up a geometry container with a dop import fields already set up for you sim so you can see how its done.
if you use the shelf tools they will set up a geometry container with a dop import fields already set up for you sim so you can see how its done.
Houdini Indie and Apprentice » Ways of arranging along normals
- zdimaria
- 390 posts
- Offline
your points didnt have normals on them, so just switch the scatter and point sops. also add a transform to point the tetras in an expected manner
Houdini Indie and Apprentice » FLIP ... how to achieve a more splashy look?
- zdimaria
- 390 posts
- Offline
feed your geometry into a vopsop. lay down a turbulent noise vop, and plug P into position. then add the noise coming out of that to your velocity and feed it out to v. you'll have to play with the noise settings or fit the noise so that its in the -1 to 1 range. there are a number of other noise vops to have a look at in addition to turbulent.
Houdini Indie and Apprentice » FLIP ... how to achieve a more splashy look?
- zdimaria
- 390 posts
- Offline
if neither of those worked you can try and force a more hectic splash by adding some noisey velocity to your collision object. if you do this i would still keep those other 2 values lower as well though.
Technical Discussion » Question about particle render
- zdimaria
- 390 posts
- Offline
you can them in into a vopsop along with the origin of the camera, and subtract their position from the origin of the camera, and then scale their pscale accordingly
Houdini Indie and Apprentice » FLIP ... how to achieve a more splashy look?
- zdimaria
- 390 posts
- Offline
try reducing the volume smoothing and also decrease the volume collisions surface extrapolation
Houdini Indie and Apprentice » Weirdly long rendering merged geo particles
- zdimaria
- 390 posts
- Offline
do frames 73 + take long to render as well or is it just 72 that is slow? also is your shell spitting anything out at frame 72?
Technical Discussion » return to current frame after flipbook
- zdimaria
- 390 posts
- Offline
when flipbooking is done, houdini will return to frame starting before the flipbook. is there any way to have houdini to stay on the frame it just finished flipbooking?
this would be useful when flipbooking a simulation, but not caching that simulation. this way i can change the vis of my sim and check different things and still have a scrubbable record of it in mplay.
this would be useful when flipbooking a simulation, but not caching that simulation. this way i can change the vis of my sim and check different things and still have a scrubbable record of it in mplay.
Technical Discussion » collision object deleting my particles in flip
- zdimaria
- 390 posts
- Offline
Technical Discussion » Install Houdini Apprentice Licensing on CentOS 6
- zdimaria
- 390 posts
- Offline
-
- Quick Links