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  1. Past hour
  2. Hello guys When I want to learn this course, I re-rendered Alessandro's project file from the attachment, but the looking is very different from the tornado, Could anyone point me out where is problem? hugla2016_tornado.hipnc 2.mov
  3. Today
  4. Hello everybody , is anybody have an idea about rendering hair with Redshift? Ok... fixed
  5. Radial Joiner...all you need to do is to align your geo to X axis first...then feed it in to the Joiner...a million times faster and cleaner than Boolean. No, I won't waste my time uploading to orbolt then wait for approval...rather watch grass grows... vu_radial_joiner.hdanc
  6. could the particle shaping force tool be shared here ?
  7. Hi, I need some advice on how to create whitewater on a mesh? I created a deformed wave using a grid and Attribute VOP instead of the ocean tools. The reason for that is that I wanted my wave to curve in an unnatural way. I'm trying to set up whitewater, spray and mist for that wave at the moment and I'm not sure where to start. I can't just click whitewater from the tools because my mesh is not a flip sim. What's the best way to go about this? I thought of using vdb from polygons but then I'm stuck again and not sure where to go from there. Please help! Any advice will be appreciated! Thanks
  8. thank for your time
  9. Ha, awesome! Also, Bees and Bombs is on Patreon, worth supporting: https://www.patreon.com/beesandbombs
  10. Yesterday
  11. The Point Cloud Iso node can do this but it's quite slow. pig.hip
  12. Yeah, you can use a triangulate2D with your point input. Then use an attribute expression sop with the triangulate2d into the first input and your original points into the second input. Then in the expression node put @opinput1_P
  13. NVMe sounds incredibly useful! What a nice addition to the Performance Monitor that would be - disk read/write times!
  14. Hi there, I'm trying to flip the vector once it reaches the boundary of the square and then it carries on moving randomly within the boundary, but i can't seem to get it to do this. I;ve made mirror functions to flip vectors and plus and minus functions but it doesn't seem to work, not sure what i'm doing wrong. A boundaryavoider.hipnc
  15. Hi there, I'm trying to flip the vector once it reaches the boundary of the square and then it carries on moving randomly within the boundary, but i can't seem to get it to do this. A boundaryavoider.hipnc
  16. @pusat - very cool tip about the copy node path thingy - learnt something new. thx!
  17. Check out the Illume Webinar Part-2 for FLIP. Around 29:40 Jeff mentions the GasFieldVOP and demonstrates how to add noise just to the edge of a flip surface.
  18. Doh! Didn't even notice that i double-compensated for anim. corrected version below. but also noticed something else broken that I can't explain (and can't really look into at the moment). At frames 48, and 18 (and, I'm sure, cycle multiples of those), points disappear... hrm. >:-| int pt; vector pos; int total = npoints(0); for (int i = 0; i<total; i++) { float nptnum = 2.0*i/(total); //ptnum, normalized 0-almost 2 @P = fit(i>=50,0,1,ch("inner_radius"),ch("outer_radius"))*set(sin(nptnum*2*$PI),0,cos(nptnum*2*$PI)); //vectors-- axis is 2D perpendicular to out vector out = normalize(@P); vector pivot = out*.5*(ch("inner_radius")+ch("outer_radius")); vector axis = set(out.z,0,-out.x); //timing cycles float cycle = ch("cycle_frame_count"); float ramp = (nptnum-@Frame/cycle)%1; //orig ramp is sawtooth w 2 peaks, this creates 1 ramp, and stabilizes anim spatially by subtracting anim float fullramp = 0.5*(ramp+(i>=0.5*total))+.5*@Frame/cycle; ramp = smooth(0,ch("width"),ramp); float angle = -$PI*ramp; //rotations vector4 rotq = quaternion(angle,axis); @P-=pivot; @P= qrotate(rotq,@P); @P+=pivot; //new prim pt = addpoint(0,@P); int newsphere = addprim(0,'sphere',pt); // map fullramp to hue float hue = (fullramp+ch("hue_offset"))%1; vector color = hsvtorgb(set(hue,1,1)); setprimattrib(geoself(),"Cd",newsphere,color,"set"); matrix3 m = ident(); scale(m,0.03); setprimintrinsic(0,'transform',newsphere,m); int newprim = addprim(geoself(),"polyline",pt,pt+50); }
  19. Very cool. I gave myself a time limit when I threw that up last night and just stopped after 15 minutes. But I could swear there were only a couple primitive types (not including 'sphere') that you could add not long ago... So thanks for that! Your cgwiki is amazing, BTW. Great work, clearly illustrated without loads of extra words. Well done! The continuous hue thing is a bit tricky, because all meaningful values go from 1 to 0 at some point. The version pasted below addresses this, and adds better support for inner and outer radius, and allows you to shift hue. I added spaces before and after the stuff I changed (except the npoints at the beginning ;-)) int pt; vector pos; int total = npoints(0); for (int i = 0; i<total; i++) { float nptnum = 2.0*i/(total); //ptnum, normalized 0-almost 2 @P = fit(i>=50,0,1,ch("inner_radius"),ch("outer_radius"))*set(sin(nptnum*2*$PI),0,cos(nptnum*2*$PI)); //vectors-- axis is 2D perpendicular to out vector out = normalize(@P); vector pivot = out*.5*(ch("inner_radius")+ch("outer_radius")); vector axis = set(out.z,0,-out.x); //timing cycles float cycle = ch("cycle_frame_count"); float ramp = (nptnum-@Frame/cycle)%1; //orig ramp is sawtooth w 2 peaks, this creates 1 ramp, and stabilizes anim spatially by subtracting anim float fullramp = 0.5*(ramp+(i>=0.5*total))-.5*@Frame/cycle; ramp = smooth(0,ch("width"),ramp); float angle = -$PI*ramp; //rotations vector4 rotq = quaternion(angle,axis); @P-=pivot; @P= qrotate(rotq,@P); @P+=pivot; //new prim pt = addpoint(0,@P); int newsphere = addprim(0,'sphere',pt); // map fullramp to hue, add cycle anim to keep hue from spatially animating float hue = (fullramp+@Frame/cycle+ch("hue_offset"))%1; vector color = hsvtorgb(set(hue,1,1)); setprimattrib(geoself(),"Cd",newsphere,color,"set"); matrix3 m = ident(); scale(m,0.03); setprimintrinsic(0,'transform',newsphere,m); int newprim = addprim(geoself(),"polyline",pt,pt+50); }
  20. same here
  21. Hey, Im trying to figure out how to create flip to have front of the simulation all the time splashy. I'm starting simulating from point A to point B and front of the simulation is pretty soft.. Ofcourse I can add some extra force at the begining where the emiter is but it will generate noise only near emitter but I would like to have noisy front of the simulation like on this simply attachment. Blue part repsresent this noise front of the simulation where I would like to have it all the time. I can try to create some volume with noise and animate it simillat to the river flow but I donkt think that this is the best idea for this. Any useful tips for this ?
  22. Yep. It's looking much better now.
  23. Increase the stochastic samples.
  24. I think this might be based on some work I did at SideFX about 4 years ago. what I did is clip the bottom of the building (for the bottom floor) I'll ignore the bottom as you seem to have figured that out. for the floors, I then, for every face, go into a for loop and split those faces in the Y axis (based on a target height) to get our floors. then each of those faces is ready to be segmented into panels, loop through those faces, reorder the points by height (Y) and only keep the first 2 (so we get the bottom edge) we take that line and resample it, and remove the last point. now on each of those points we can copy a panel (of a window or whatever) we remove the last one as it would place a panel beyond the corner of the building. I don't quite have the time to build you an example but hopefully this is helpful. Greets, Freek
  25. Here a little Video that shows how to use this tool. I'm trying to upload it to Orbolt - but there are some server problems going on ...
  26. Thanks vtrvtr. I actually had similar issues with rendering particles, or so I thought, and couldn't find any answers for that issue after sifting through google but this seems to be a different issue. Thanks for pointing it out to me. I will read the docs and give it a go soon.
  27. Sorry if it comes out condescending, but, have you tried Google? Not only there are several tutorials to explain how to render volumes, but also the very help page on the documentation http://www.sidefx.com/docs/houdini/render/volumes
  28. Hey all, After following the billowy smoke tutorial I gave it a render but I'm having issues with the results. It doesn't look much like what I'm seeing in the viewport or what I've seen in other renders. It looks grainy, especially on the edges where it's less dense. I've attached a viewport screen grab, the render and .hip file. I'd really appreciate any help I can get with this one. billowysmoke_renderissue.hip
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