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Showing most liked content on 07/05/2017 in all areas

  1. 2 points
    You should understand that this type of thing goes through a cost benefit analysis. It's rarely simply benevolent.
  2. 2 points
    hi, This is a shot I did with my colleague. This shot is a imitated shot from the Prometheus movie. So it´s not an creative achievement but it´s great to get deeper into Houdini and for learning some new techniques. We created this shot completely from scratch for ourselves to get more experience and speed in more cinematic like sequences which are a nice variety to our daily work. I was responsible for the ground setup, Lighting, Rendering, Compositing, FX. My colleague did all the animation, modeling of the rover and mountains, matte painting. Except modeling of mountains, camera animation and rover model everything is houdini. After a little RnD about the ifd workflow I was pretty surprised how well mantra performed with millions of stones and the ultra wide scale of the scene. Average rendertimes of the scene was around 10 minutes. Of course its no high-end quality but its the quality what we were able to achieve in the amount of time we had. We leave it like that for know and concentrate ourselves on the next shot I hope you like it. kind regards Jon
  3. 2 points
    Hello, Guys. I wanted to share this with you. Here I am using @Pavel's awesome method. I am building the constraints using the geometry edges. I am really surprised how well this works! For the initial rollup, I am using a VEX method from a fellow from this thread: http://forums.odforce.net/topic/25760-curling-hair-curves-with-vex/#comment-149896 Thanks alot! bullet_cloth.hipnc
  4. 1 point
  5. 1 point
    Turkish Houdini artist Alican Görgeç is producing amazing knitting work - using SideFX Houdini! If you'd like to find out more about his technique, you can read our new Gridmarkets artist profile: http://www.gridmarkets.com/alican-gorgec.html
  6. 1 point
    HI, I think it's possible to sample velocity from volume with "Volume Sample Vector" vop or with volume wrangle smtn like this v@v = volumesamplev(1, "vel", @P); must be faster than attrib from volume
  7. 1 point
    There is also a Solver SDF subtraction approach posted in several threads. Didn't find them quickly, but the principle is basically this: vdb_track.hipnc
  8. 1 point
    Wow, never heard of it Will check it right now, thx!
  9. 1 point
    You can use Attribute From Volume SOP.
  10. 1 point
    Your employer owns what you create for the job. If working as a contractor they've almost certainly added a work for hire clause in the contract giving them complete ownership of anything you create for the contract. https://en.wikipedia.org/wiki/Work_for_hire Non-disclosure agreements usually include data files as part of the agreement and limit what can be done with them, like copying and transferring. https://en.wikipedia.org/wiki/Non-disclosure_agreement Depending on the employer there might be additional company policies you've agreed to that specifically prohibit this kind of activity. To recap, you don't own the files, you've been told by the owner of the files to use them only for the job, and you might have been told specifically not to make copies of the data or transfer the data. The answer here is to not do it. If you decide to do it anyway there's a clear wrongdoing even if it's for a seemingly harmless reason like learning. This puts your everything in the hands of your employer which is probably not where you want to be. Even if a supervisor says yes when asked it could then come back to burn both of you because they're giving away something they don't have the right to. Yes, this a bit of fear mongering and serious consequences are unlikely but it's not worth messing with. You have very little to gain and everything to lose.
  11. 1 point
    MPC's award winning Advertising team in London are looking for a number of freelancers for projects starting right now. We currently need a number of experienced Houdini FX Artists, but also looking for Animators and Lighters. Please get in touch if you are available, or going to be soon, or know someone who is. advertising@mpc.jobs
  12. 1 point
    here's mine...(no meat in the sandwich tho...ie...no lookup logic) vu_ScatAccum.hipnc
  13. 1 point
    Hi, Here is an approach to accumulate scatter using a for block, I know that is a bit cumbersome, but maybe there is a much better way. Cheers! Alejandro scatterAcum.hip
  14. 1 point
    Hi Vitaliy, As "Now" said You need to change your source particles, make them more like trail, don't kill them so fast. It's easy way. I mean, you need something in the middle of the trail. To push it slightly Also you could take a look at divergence field. But it'll be harder to control. Cheers
  15. 1 point
    @eistan, array "a" is a string type, and member type must be a string too. Foreach also expects semicolon as a separator. foreach (string $string_pt; split($pts)) { if ($value_to_check == atoi($string_pt)) { $color = {1, 1, 1}; } }
  16. 1 point
    If you want to find even more details of the amazing surfacepressure implementation in the FLIP solver, look at the second edition of the "Fluid Simulation For Computer Graphics" book!! Is amazing!!! Cheers! Alejandro
  17. 1 point
    It's probably good to get into the habit of thinking that anything you do at work, or with work assets, is the property of your workplace. If you keep work and personal materials separate, you'll never need to worry about losing your personal stuff. And more importantly, you won't have to worry about being accused of any sort of theft, leaks, or using work assets for personal gain. Best to play it safe and keep them well separated.
  18. 1 point
  19. 1 point
    some other files from "softbody- week3" video to understand how to mimic interaction between rbd/cloth , pyro/cloth, how to play with attributes and multisolver like @massdensity. same way for fluid/cloth interaction and other attributes used in the video. ++ cloth+pyro.hipnc blob+boxes-shellmassdensity.hipnc blob-shellmassdensity.hipnc
  20. 1 point
    Made an updated version for Houdini 16, should work for H15 as well. Wake deformation done as point wrangle. Get the scene file here: http://www.shlyaev.com/files/hip/ssh_kelvin_wake.hipnc To see source code look onto point wrangle node.
  21. 1 point
    @ParticleSkull yep i'll hopefully be having a go at doing something else hehe - got a few fun things lined up! btw i couldn't get the random rotation thing working: rand($PT)*360 in the copy stamp variable tried a fit something or other - still nothing in the end this worked: rand($PT) * 33.3 * $FF now my instanced fem things are rotated on creation. It works sod it!
  22. 1 point
    string s = sprintf("point_%d",@ptnum); setpointgroup(0, s, @ptnum, 1);
  23. 1 point
    Hey Marty, it's happening when the spheres have a lot of pressure from other spheres, check it out This simulation does have a lot of tets and I'm using 100 sub steps, I'm losing my hopes here Guys, is there a way to get the older spheres out of the simulation, make it rigid? Let's say, by age. If the sphere is 24 frames old it becames a static/rigid object? I'll try to think on something else
  24. 1 point
    This old, but still relevant, post explains GPU acceleration very well, and has tips on how to optimize your sim for openCL. There is also an attached file that clearly shows the kind of speedup you can expect: https://www.sidefx.com/forum/topic/25234/ With that test scene, i'm easily getting 4x to 5x speed up with Quadro M4000.
  25. 1 point
    Well it looks after some more search that all the soft bodie part of the bullet solver is not implemented in H http://www.sidefx.com/docs/houdini15.0/nodes/dop/bulletrbdsolver I guess that 2 only way to get RBD cube interacting with SBD sphere with bullet is to use either a combo of : - bullet / wire solver - bullet / cloth solver EDIT: well it looks that bullet soft bodie is basically a PBD implementation http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=7990 http://matthias-mueller-fischer.ch/publications/posBasedDyn.pdf http://image.diku.dk/kenny/download/kelager.niebe.ea10.pdf So i guess the best way to mimic this would be a bullet / POP grain combo
  26. 1 point
    the syntax for string array attributes in wrangles is s[]@name. s[]@test={'one','two','three'}; And to read it back: string read[] = s[]@test; s@a = read[0]; s@b = read[1]; s@c = read[2];
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