zhang fangzhang

wateryfield

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Recent Forum Posts

Birth Frame attribute for new POP sim May 24, 2014, 6:34 a.m.


yes, it works properly.
I feel you like a genius… too.

lighting a point cloud Oct. 27, 2013, 2:17 a.m.

pip31
So, this is for a project, I have a particle simulation of spray off a wave, and my lecturer says I need to have normals on the particles/the point cloud to pass it to my partner who is lighting it. At the moment I can't get hold of either of them, so is it as simple as adding N with a facet sop and that's it?

I'm not sure about the concept?


HI! pip31.
It may help. I saw form "https://vimeo.com/47004433 [vimeo.com]“ by Igor Zanic.
A master of fluid.
”Also try to add specualar to splash, you will get much better resault, you realy need that, this is what peoples don't use when they render splash or foam particles.
For specular on splash you need normals, for example you can mesh splash particles and transfer normals from mesh to particles, and then render particles with PBR with surface model, there is option on geo level use point normal for render. You can also tweka normal with your shader like read part normal add noise on it, so you can break spec little more"


For now i also lack a nice way to render the foam or spary.
If you get any skills, help me please!

deform Alembic object to dynamic RBD fracture Aug. 19, 2013, 5:51 a.m.

Hi.guys.
I get an issue when i try to set the deform object to dynamic RBD fracture.
I voronoifracture a simple deform object using the Alembic import form maya (actually, i want sim a animation people).
But when i sim it, it comes a weird results.
The fracture was actived, began fall, but it still affected by its deform cache, i want the fractures just affected by gravity after be actived.
I set the activevalue, not work well. How can i set the deform object just fall when the active was ture.
Any help! I will attache the reference.
THANKS.