Rod D

Rod D

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Recent Forum Posts

Deforming geo using image sequence March 24, 2014, 4:49 a.m.

Hello, I imported simple animated image sequence (about 60frames long) file into the copnet. I then applied it to my geo grid using uv texture via vopsop. It deformed my grid quite well, but it only used “one frame”(as opposed to the full 60 frames of images that I have). I was hoping that I could use my animated images to deform the grid over time.

Is this possible? I don't want to try the material shader because I have elements that will interact with the actual geo grid. And my guess is, the material shader can only show the bumps or displacements during render time.

Any suggestions will be greatly appreciated.

rain, bubbles, splashes, rendering water Feb. 28, 2014, 5:33 p.m.

Hi! I'm currently a Houdini student and my current project requires me to do water sim (rain on a pond). This involves splashes & ripples from the rain, and a small stream of water moving across the pond. My sim looks ok. But my render looks like pooh.

So far I've:

- Transferred the attributes from the particles falling to my grid (created color to visualize the transfer)

- My splash is a separate system, used scatter points, had the normals point up and velocity follow the normals using point sop. Then have particles shoot out using popnet, assigned a particle fluid surface and cached it out. Then the cached ‘splash’ is assigned to points on the grid from the rain drops.

- Ripples, using a ripple solver triggered by the raining particles…a bit unstable after 150 frames…the grid gets destroyed somehow.

- I created an ambient noise on the grid using vopsop.

- I have not done any fluid sim, which concerns me a little because my project is suppose to be an Environmental FX sim. At this point I have to do this in SOPS, and material noise. But my teacher is giving me the option to change it to fluid sim if I choose to.

-On rendering, currently trying the DT tutorial on fluid but it's very basic.

I need help on:
- How to render water properly, I know houdini comes with a basicFluid material. I can't seem to find an in-depth tutorial anywhere how to render water. Like reflections, specular, refractions, and environment map.

- Recommendation of whats the better system to use. SOPS or fluids.

My reference:
https://www.youtube.com/watch?v=2BWiVDl4DyM [youtube.com] but imagine there's a small stream of water travelling from left to right. And more of a mid shot than a wide shot.
https://www.youtube.com/watch?v=zVXnoIoWu88 [youtube.com] stream of water example.
Sorry for the looong message… I only have 2 weeks to do this so I am emailing whoever I can to get help. My teacher wants us to do the research. Any info will be greatly appreciated.


Cheers,
Rod

particles start stop and collide Nov. 29, 2013, 3:53 p.m.

Hi,

I am doing a project in school where particles will be moving like ants on the ground.

Here's one of my references: http://www.youtube.com/watch?v=lT2baaM4Tiw [youtube.com]

Here are my requirements:

1. make particles travel in a line with noise and ray it to the ground.
2. have some of the particles start and stop midway and after a certain time have them move forward again.
3. when particles collide, they would stop momentarily and then start walking again.


So far, I've managed to have the particles travel in a line with noise applied. I am now on the part where some particles, while in motion would stop (not at the same time ) and after a short pause would start walking again.

I've been trying for several days now experimenting with basic Source, Force, Collision, and Attractor nodes. 

So far the most success I had was setting the “scale” value of the force node to 0 based on time but it stops all existing moving particles. I only want some of the moving particles to stop. And the way it stops should not be a gradual stop as if the particles are on ice or water (Ants start and stop quickly).

The next was using a voppop, I had a simple multiplier with a constant (this will act like my switch for testing purposes). I can get the quickstop that I wanted but particles stop and never start again. I just want maybe 2 to 3 moving particles to stop and then after maybe 1 or 2 seconds to start again.

Any suggestions will be greatly appreciated. I've attached a simple dev test and my actual project.

Cheers,
Rod