Jump to content

Leaderboard


Popular Content

Showing most liked content on 04/10/2018 in all areas

  1. 3 points
    I would use the wind tunnel option on the Pyro Object DOP. Enable the wind tunnel option and set the vector as the direction and magnitude of the wind tunnel. Make sure that it is a smoke sim. Disable anything to do with temperature. Set buoyancy to 0. Disable any temperature field in the source volume and the Fluid Source VOP. Get rid of gravity. Make the container size just big enough to run the sim. Very narrow. On the Solver, disable all shaping including diffusion except for confinement. Use lots of confinement to add nice swirling detail. See the attached hip file for one example setup. From my sim comparing to the reference footage, a lot of finessing with either localized sink in the shoe to velocity sculpting or invisible colliders are used around the shoe to get the streamers to do what they are doing which is to be expected. That the streamers would be art directed far beyond a simple physical simulation. wind_tunnel_shoe.hip
  2. 1 point
    Cool, would have loved to spend few years learning in such a school ! Post your results in Work in progress or Finished work (once finished), i am curious to see what you have achieved ! good luck ! :-)
  3. 1 point
    Yep, I was thinking about using the boundary layer, with proper padding. If you extend a bit your setup, and limit the padding (whre particles are reseeded to keep the particles count) outside the renderable zone, I don’t understand why the result wouldn’t be nice compared to a sim withtout the boudnary layer (and the proper VDB specified in the Surface Volume). And concerning the particle count decreasing : they must be killed, probably when escaping the boundary. Have you enables killed putside volume limit ? If you don’t use boundary layer, maybe you should enable the collision with the boundaries, but then it won’t really a river anymore... i will look at your file
  4. 1 point
    Hey, So I'm trying to import a 25 meters (in real life) wide tracked scene into houdini from syntheyes. The problem is that it gets imported as 200+ meter scene. I haven't done any scale modifications inside syntheyes and I don't know how to either. When I try to scale that inside Houdini with the scene scale null, it does scale down but then the objects parented to it have crazy transform values! I want to do a missile smoke trail in this scene and the pyro will get all messed up because of such transform values. How do I tackle such issues?
  5. 1 point
    Hey! Here's a little animation I just finished for Christmas. I wish I had more time for it but my girlfriend makes trouble...I hope you like it, Merry Christmas to all odforce people! ;-) It's fun to be a Houdnik! calix
  6. 1 point
    just a lazy way to describe one displace along normal applied after another, or simply any operation that advects P along any vector until you get to final P and N in Houdini you can move P around to any position to create displacement, what can be tricky is to compute corresponding N, but however you get to new P doesn't have to be just moving along N or custom vector. Let's say you want to advect P through volume vel in a several steps, well, why not Mantra still needs to dice geometry to get enough resolution for Displacement or achieve perfect smoothness for Subd, so no, dicing is not only for micropoly, however micropoly has to dice every geo as it's shading corners of micropolygons, in Raytrace mode dicing is purely to generate hi res geo to raytrace against like in mentioned cases Shading Quality is controlling dicing density based on geometry before displacement Re-Dicing runs trial dice and displace pass just to measure area of displaced geometry, then adjusts dicing density accordingly and displaces for real, therefore hopefully giving you more micropolys where you need them
  7. 1 point
    Modular Toy Track HDA. Just add track. If use custom profile, simply create in front view a half profile across X axis. vu_modular_toy_track.hdanc
  8. 1 point
    Just took ben watts clean file and did some fast geo for testing. Play with Solver_Controls max distance and max points for speed control, or just go inside and tweak the vex. Hope it helps. bwd_H16_editedIceSpikes.hiplc
  9. 1 point
    He has a very clean new setup for houdini 16, easier and faster, you should give a try. File aside, i would just model/sculpt the ice spikes and apply the same system starting the grow from the bottom of the spikes, and make the growing system to go faster, so u will have two systems, one for the wall itself and one for the spikes, just time them properly and here u go.
  10. 1 point
    Thanks Jeff, very handy! usage example in a wrangle: #include <$HH/vex/include/pyro_noise.h> @P=nwrap_simplex(@P*chf("freq")+chv("offset"),0,0);
  11. 1 point
    In vops I just made an HDA for this called something like combined noises in it's various incarnations. They have the ranges for turbulent noise here. http://www.sidefx.com/docs/houdini/nodes/vop/turbnoise.html You could go hardcore and make your own custom vex expression. https://www.sidefx.com/docs/hdk/_h_d_k__vex_op.html Or you could make a vex library along the vop HDA lines.
  12. 1 point
    why not use a Measure, then @area>blah ? (of course, don't forget to switch to area in Measure)
  13. 1 point
    ok maybe i solved it; instead of using the GroupExpression node i used an attributeWrangle with: v@min = {0.0, 0.0, 0.0 }; v@max = {0.0, 0.0, 0.0 }; getbbox(@min,@max); v@size = @max - @min; f@tsize = @size.x + @size.y + @size.z; and AFTER that, i used the groupExpression node with: @tsize > X where X is the value i want to filter with I could create the group in the wrangle itself, but i found more confortable the group node cause it highlights whatever is inside the group. It seems to work now, but if you have other ways it's always good to know ^^
×