
Wilhelm Landt
soulcage_dpt
About Me
EXPERTISE
Generalist
INDUSTRY
Film/TV
Houdini Skills
Availability
Not Specified
Recent Forum Posts
foam from ocean and collision objects Jan. 4, 2025, 3:58 a.m.
in the end i was able to do it with shaders in-render without any simulation, like here.
https://youtu.be/bF_dIgupNuA?si=sRIweVYbFczlm4Vz [youtu.be]
https://youtu.be/wODhfIgLlSw?si=iXL3JMl1cTr17RV7 [youtu.be]
https://youtu.be/bF_dIgupNuA?si=sRIweVYbFczlm4Vz [youtu.be]
https://youtu.be/wODhfIgLlSw?si=iXL3JMl1cTr17RV7 [youtu.be]
HQueue and different houdini install locations Dec. 5, 2024, 2:05 p.m.
hi,
i am running in some issue, when submitting a hqueue render with the hqueue render node.
client_A has houdini installed on c:\ and client_B has houdini on d:\
when submitting, lets say from client_B, with the $HFS variable in the "windows_hfs" section, the client_A looks for houdini on d:\, so it seems to pick up the value of $HFS from client_B, where it was submitted from, for all clients in the pool.
(so $HFS as a absolute value, not as a variable, which is wrong)
does somebody know how to setup hqueue render, so the clients can pick up the right houdini install location?
(i think i have to remap install paths, but how and where?)
i am running in some issue, when submitting a hqueue render with the hqueue render node.
client_A has houdini installed on c:\ and client_B has houdini on d:\
when submitting, lets say from client_B, with the $HFS variable in the "windows_hfs" section, the client_A looks for houdini on d:\, so it seems to pick up the value of $HFS from client_B, where it was submitted from, for all clients in the pool.
(so $HFS as a absolute value, not as a variable, which is wrong)
does somebody know how to setup hqueue render, so the clients can pick up the right houdini install location?
(i think i have to remap install paths, but how and where?)
foam from ocean and collision objects Oct. 3, 2024, 6:28 a.m.
thx for the reply and the hint. this is a cool idea and i will try.
just thinking of using the ocean as a heightfield in conjunction with the shallow water solver to create foam masks. have to do some research, because i dont know yet how to start.
i just saw a tutorial where a wake from a boat was solved with the shallow water solver.
just thinking of using the ocean as a heightfield in conjunction with the shallow water solver to create foam masks. have to do some research, because i dont know yet how to start.
i just saw a tutorial where a wake from a boat was solved with the shallow water solver.