Evan Robinson

ejr32123

About Me

Expertise
VFX Artist
Location
United States of America

Maya vfx artist/student switching to houdini.

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Recent Forum Posts

Weird Grid Showing in Large Renders March 8, 2018, 4:22 p.m.

Hi,

I am using a texture that I got from a height field output node. For simplicity's sake I removed my terrain shader and simply assigned a principled shader with texture displacement enabled. You can't really notice this unless the grid is really large (which it needs to be for me), but these grid lines appear in the render for some reason. They are not the edges/ resolution of the grid being deformed. I did notice that if I go to obj level and change the shading quality to a high enough value, the grid eventually disappears. Why is this? What weird is that these grids don't show if i render the heightfield directly.

Thanks

Pyro Problems Nov. 29, 2017, 10:33 a.m.

Hey again!

I have an explosion being sourced by particles. I have a gas dissipate micro solver to make the fuel dissipate faster because too much fuel is lingering after the explosion. However, I also have another source of fuel which is for the fire that keeps burning after the explosion has ended. My problem is that I only want the fuel from my particles to dissipate and not my fire fuel. Can I somehow limit the gas dissipation to only affect one of my fuel sources while my other fuel source remains untouched?

Should the fire be a separate pyro solver? If so, how can two pyro solver affect eachother? Is it possible to have two different pyro solvers/ smoke objects interact with each other?

Rendering Pyro Passes Workflow Oct. 25, 2017, 6 p.m.

Hey,

I am looking for advice on a good workflow for rendering and compositing a pyro sim with both fire and smoke. I know that fire has no density, only smoke. So, I turned on two image planes, one for smoke_mask and one for fire_mask. What exactly do I do once I am inside nuke and what are the intended purposes for the fire and smoke masks? How are they to be used together? Do I need to render out fire and smoke separately or is one pass with both fire and smoke mask enough?