Hey everyone,
So in this shot I want to have a laser blast the rock. I was wanting to have the laser light emit for a few frames inside the blast area that has already been sim'd. Do any of you have a good way to accomplish this? Originally what I tried was creating a sphere with mountain sop and have that emit light in the explosion area but I could never get the light bright enough to shine through the smoke and shine onto the rock. Any pro tips out there?
Side note: I am using octane but if I'm assuming any tips you have should translate over.
I don't know if this is something I need to do inside of pyro with a heat volume or if I can fake it with a light being emitted by a secondary object since it only lasts like a frame or two!
Vincent Griffith
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Houdini Indie and Apprentice » Laser Light Emitting from Blast Area
- VGriffith
- 128 posts
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Technical Discussion » NVLink Dual RTX 2080ti GPUs For Pyro Sim Calculations?
- VGriffith
- 128 posts
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Hey everyone,
This is just a general question on dual 2080ti graphics cards that are running with NVLink and if they are used together when OpenCL is checked on the pyro solver. I heard OpenCL only uses one GPU but I wasn't sure about SLI or NVLink.
Thanks,
Vincent Griffith
This is just a general question on dual 2080ti graphics cards that are running with NVLink and if they are used together when OpenCL is checked on the pyro solver. I heard OpenCL only uses one GPU but I wasn't sure about SLI or NVLink.
Thanks,
Vincent Griffith
Edited by VGriffith - 2020年6月1日 23:39:39
Houdini Indie and Apprentice » Delete Cached Volumes For A Few Frames
- VGriffith
- 128 posts
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Hey everyone,
I had a question on deleting cached volumes for a certain number a frames so it isn't being calculated while it is off screen so it speeds up my render times. I have a file cache that has saved frames 43 to 108 what can I put after that file cache to get rid of the first 10 frames of that cache so it starts at frame 53 or so?
Vincent Griffith
I had a question on deleting cached volumes for a certain number a frames so it isn't being calculated while it is off screen so it speeds up my render times. I have a file cache that has saved frames 43 to 108 what can I put after that file cache to get rid of the first 10 frames of that cache so it starts at frame 53 or so?
Vincent Griffith
Houdini Indie and Apprentice » Constraints Are Not Breaking
- VGriffith
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Houdini Indie and Apprentice » Constraints Are Not Breaking
- VGriffith
- 128 posts
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Can someone help me understand why the constraints are not breaking when getting blasted with a fast moving sphere under the dop network named “New Fractured Pieces”
I have a larger project where I am doing something similar. I had a main RBD sim that was done with a huge rock falling then I wanted to take a few of those pieces and further fracture them and add more constraints so they break from a projectile into smaller pieces later in the animation; however whenever I went to add constraints to these pieces they wouldn't bust apart. I'm assuming it has to do with the gaps between the geometry but anyone with more experience than me could probably solve this issue quickly.
You'll just need to cache the small sims I have in this test file.
Thanks for any help you can give.
Vincent Griffith
I have a larger project where I am doing something similar. I had a main RBD sim that was done with a huge rock falling then I wanted to take a few of those pieces and further fracture them and add more constraints so they break from a projectile into smaller pieces later in the animation; however whenever I went to add constraints to these pieces they wouldn't bust apart. I'm assuming it has to do with the gaps between the geometry but anyone with more experience than me could probably solve this issue quickly.
You'll just need to cache the small sims I have in this test file.
Thanks for any help you can give.
Vincent Griffith
Edited by VGriffith - 2020年5月14日 03:04:43
Houdini Indie and Apprentice » Fracturing Fractured Pieces
- VGriffith
- 128 posts
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Okay so I have no idea why the material fracture was causing these face errors so I ended up using a boolean fracture with a bunch of grids to cut the geometry and that solved the problems I was having.
Houdini Indie and Apprentice » Fracturing Fractured Pieces
- VGriffith
- 128 posts
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Hey guys,
I had a RBD sim and had an idea to take a few pieces from that RBD sim and fracture them further and put them into a different sim where they get blasted into smaller chunks. I was getting funky artifacts (pictured blue-ish faces) from doing this and was curious what is the best way to go about this? I used a “For Each Primitive Name” to break each piece apart. Is this not a possible / realistic thing to do? Please explain this to me like I'm five because this seems like it should be pretty straightforward. hahah!
Vincent Griffith
I had a RBD sim and had an idea to take a few pieces from that RBD sim and fracture them further and put them into a different sim where they get blasted into smaller chunks. I was getting funky artifacts (pictured blue-ish faces) from doing this and was curious what is the best way to go about this? I used a “For Each Primitive Name” to break each piece apart. Is this not a possible / realistic thing to do? Please explain this to me like I'm five because this seems like it should be pretty straightforward. hahah!
Vincent Griffith
Edited by VGriffith - 2020年5月11日 20:02:24
Technical Discussion » Volume Rasterize Attributes Missing Volocity Blur
- VGriffith
- 128 posts
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I'm still having the issue with the velocity blur on the Volume Rasterize Attributes. Anyone have any thoughts on the issue?
Technical Discussion » Volume Rasterize Attributes Missing Volocity Blur
- VGriffith
- 128 posts
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Okay so I'm hoping you guys can help me. The velocity blur isn't working for a few frames that are moving pretty quickly but IT IS working for some previous frames that are moving slower (See Attached). I cranked up the blur samples and I just can't seem to fix the issue. Any thoughts on what would cause this problem?
Edited by VGriffith - 2020年3月3日 17:26:18
Technical Discussion » Gamepad Camera but using VR controllers?
- VGriffith
- 128 posts
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Hey Everyone,
I love the idea of the gamepad camera, I think that it's extremely cool. I was wondering if anyone has developed a VR version that would allow me to use one of my vive controllers or maybe move my headset around and it be like I'm holding a camera and it has that weight and smoothness to it. I like the idea of filming my scenes I create instead of always just animating a camera to feel real. Anyways just throwing this out there if anyone has any thoughts on where I can find something like this for Houdini.
Vincent Griffith
I love the idea of the gamepad camera, I think that it's extremely cool. I was wondering if anyone has developed a VR version that would allow me to use one of my vive controllers or maybe move my headset around and it be like I'm holding a camera and it has that weight and smoothness to it. I like the idea of filming my scenes I create instead of always just animating a camera to feel real. Anyways just throwing this out there if anyone has any thoughts on where I can find something like this for Houdini.
Vincent Griffith
Technical Discussion » Houdini 18 HQueue Error
- VGriffith
- 128 posts
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drew
I note that there is now a daily build that fixes this problem (it did for me). That said it still isn't working for me due to other problems. I'm interested in knowing if anyone is actually using HQueue with H18 that doesn't use the default network mounts?
I updated to the latest daily build and that did resolve the issue but like you said it still isn't working. I'm connected with support about it and hopefully the issue can be resolved.
Edited by VGriffith - 2019年12月4日 01:49:23
Technical Discussion » Houdini 18 HQueue Error
- VGriffith
- 128 posts
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Hey guys,
I'm getting this error with trying to render with HQueue.
Failed to save output to file “Traceback (most recent call last):
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py“, line 361, in
render()
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py“, line 150, in render
hqrop.submitJob(parms, _submitRenderJob)
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hqrop.py“, line 35, in submitJob
submit_function(parms)
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py", line 231, in _submitRenderJob
parms, hip_file)
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py”, line 350, in _getProjectName
hqrop.getHQueueServerMachineFromURL(hq_server_url))
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\rendertracker.py”, line 48, in getConnection
_render_tracker_connection.isRunning()
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hjsonrpc.py”, line 92, in __call__
response_code, response_data))
RPCException: Server returned error 500: b'
Any tips on getting this resolved? I'm running 18.0.287.
Vincent Griffith
I'm getting this error with trying to render with HQueue.
Failed to save output to file “Traceback (most recent call last):
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py“, line 361, in
render()
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py“, line 150, in render
hqrop.submitJob(parms, _submitRenderJob)
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hqrop.py“, line 35, in submitJob
submit_function(parms)
File ”C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py", line 231, in _submitRenderJob
parms, hip_file)
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/soho/python2.7/HQrender.py”, line 350, in _getProjectName
hqrop.getHQueueServerMachineFromURL(hq_server_url))
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\rendertracker.py”, line 48, in getConnection
_render_tracker_connection.isRunning()
File “C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hjsonrpc.py”, line 92, in __call__
response_code, response_data))
RPCException: Server returned error 500: b'
Any tips on getting this resolved? I'm running 18.0.287.
Vincent Griffith
Edited by VGriffith - 2019年12月3日 16:33:35
Technical Discussion » Pre-Roll The Simulation
- VGriffith
- 128 posts
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Hi everyone,
I was hoping to start simulating my pyro sim 50 frames before frame 1 so there is smoke starting in the scene from frame 1. I assumed wrong that setting the creation frame in the smoke object to -50 would work. Anybody have any ideas how to accomplish this? I know I could shift things over 50 frames but I feel as though I shouldn't have to do that. Also with larger scenes that could be a serious pain to move all the key frames over. Anyways if anybody has any ideas it would be really appreciated. Thank you!
Vincent Griffith
I was hoping to start simulating my pyro sim 50 frames before frame 1 so there is smoke starting in the scene from frame 1. I assumed wrong that setting the creation frame in the smoke object to -50 would work. Anybody have any ideas how to accomplish this? I know I could shift things over 50 frames but I feel as though I shouldn't have to do that. Also with larger scenes that could be a serious pain to move all the key frames over. Anyways if anybody has any ideas it would be really appreciated. Thank you!
Vincent Griffith
Edited by VGriffith - 2019年10月30日 23:01:39
Work in Progress » Ship Landing Work In Progress
- VGriffith
- 128 posts
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Midphase
Vincent, I really dig your dust smoke. Did you do it with particles which then advected the Pyro? I'm curious, if you care to share any insights.
Here's how we're getting the velocity from the Thrust for the scattered particles ray'd onto the grid surface. Johnny Farmfield's tut here Thrust Tutorial [www.youtube.com] There is some different ways of getting this to work right for Houdini 17.5 that I had to do like changing the “Fuse” node with the “Facet” node. There was some other fandangeling in there but the meat of it is in that tutorial above.
The smoke is pretty much Volumes II from Steven Knipping: Volumes II [www.cgcircuit.com]
Cranked the density up on the billowy smoke houdini default shader and changed the color to match the ground in the shot and bam there it is.
Vincent Griffith
Edited by VGriffith - 2019年10月28日 15:16:42
Work in Progress » Ship Landing Work In Progress
- VGriffith
- 128 posts
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pickledThat is part because of the environment map, I could play around with desaturating the enviroment map though.
get rid of the blue paint (make it gray)? it gives me a starcraft ship vibe, hence a game look. just an impression.
Midphase
I don't think it's a ship's texture as much as lack of small detail. Right now it feels a bit like a toy. I would say add some micro-details, things that would give the viewer a better sense of the scale. Also, the speed of the approach betrays the size a bit, I would slow it down a bit. Then again I don't know what the scale is supposed to be.
I totally agree with this, I'll play around with it and see what happens.
Thank you so much for commenting on it, I want to get better at this and I couldn't really pinpoint what the problem was. We all need outside help sometimes
Vincent Griffith
Edited by VGriffith - 2019年10月26日 18:16:46
Work in Progress » Ship Landing Work In Progress
- VGriffith
- 128 posts
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Hey everyone,
I think I may be on the right track when it comes to the smoke but i'm not able to pinpoint what the problem is with the ship texture to make it look more realistic and fit in the scene. Any tips? Watch Here… [vimeo.com]
Vincent Griffith
I think I may be on the right track when it comes to the smoke but i'm not able to pinpoint what the problem is with the ship texture to make it look more realistic and fit in the scene. Any tips? Watch Here… [vimeo.com]
Vincent Griffith
Edited by VGriffith - 2019年10月25日 18:03:18
Technical Discussion » Shadow Matte Color Not Matching Enviroment Shadows
- VGriffith
- 128 posts
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Hey everyone,
I have a grid with the default shadow matte material applied to catch shadows from my smoke and other things. However I'm running into a problem where my shadow matte isn't taking the correct shadow color from the environment like the smoke itself is for the scene. If you look at the LQ render below the smoke has a blue reflection in the shadows because of the HDR I'm using but the shadow matte color is a solid black color. Any tips?
My initial thought is exporting a shadow pass and color correcting that in comp but I wasn't sure exactly if that's the right way to go about this or if there is a different way.
Vincent Griffith
I have a grid with the default shadow matte material applied to catch shadows from my smoke and other things. However I'm running into a problem where my shadow matte isn't taking the correct shadow color from the environment like the smoke itself is for the scene. If you look at the LQ render below the smoke has a blue reflection in the shadows because of the HDR I'm using but the shadow matte color is a solid black color. Any tips?
My initial thought is exporting a shadow pass and color correcting that in comp but I wasn't sure exactly if that's the right way to go about this or if there is a different way.
Vincent Griffith
Edited by VGriffith - 2019年10月23日 14:47:29
Technical Discussion » Generating Scene....... Issue
- VGriffith
- 128 posts
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Hey Everyone,
I've seen other posts about this and they haven't helped me. No clue why Mantra is stuck on Generating Scene….. It'll never render anything. Any ideas?
Vincent Griffith
I've seen other posts about this and they haven't helped me. No clue why Mantra is stuck on Generating Scene….. It'll never render anything. Any ideas?
Vincent Griffith
Edited by VGriffith - 2019年10月19日 00:48:56
Technical Discussion » How Bake Camera Animation
- VGriffith
- 128 posts
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old_school
One way is to use CHOPs to fetch the world space position of the animated camera and then export to a second Camera and export that.
Another way is to add a new Camera and use the vtorigin() and vrorigin() expressions.
Hopefully when baking out the scene the camera transforms will be exported as raw keys.
See the attached file.
Question what if this camera is using a look at constraint to follow a object, how would you go about getting camera data from that?
Update: This is how you do it. Really simple. Sorry I find out how to do it literally as soon as I post something 90% of the time. lol! Figure I'll leave this information for future people though.
Edited by VGriffith - 2019年9月4日 19:08:34
Technical Discussion » Camera Shaking In Render But Not In Flipbook
- VGriffith
- 128 posts
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Resolved, Xform Time Samples in the mantra node needed to be cranked up because my object was moving so quickly there wasn't enough sub-step motion blur information.
Vincent Griffith
Vincent Griffith
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