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  1. Hi folks..another project: I did that JellyFisfh using only particle..I hope like
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  2. And here is the second article: https://80.lv/articles/procedural-world-building-in-ghost-recon-wildlands/ I go over the workings of some of our most intricate tools Hope you enjoy the read.
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  3. I love springs, but never attempted to make them in Houdini. I spent a few days making a SOP asset to do it. There's 4 types. 2 with hooks on the ends, 1 terminating in central lines, and another that has no end. There's also ramps for adjusting the radius and the distribution of the coils. All you need to do is feed it two points and it should just work........ The interface is not that great, some parameters dont do anything for certain spring types. Its not the fastest, its mostly made in VEX, and there are no uv's. All the stretching and scaling is also done in VEX that gets slow once there's tons of points. I put the hip here - http://richardlord.tumblr.com/post/159989136826/i-made-a-quick-spring-asset-because-i-love-springs
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  4. Yesterday 80Lvl released a new post: https://80.lv/articles/procedural-technology-in-ghost-recon-wildlands/ It covers some of the design processes that were used and how Houdini assisted in them. The project itself has been a blast to work on! </plug> So I hope you like the article
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  5. I've made an attempt to support Cryptomatte in Mantra, just stopped the work due to the lack of spare time + SESI warnings that pixel filter API soon will to be changed with introduction of adaptive sampling in H16 == waste of time. Since it didn't happened I'm more into it than not just haven't found a moment to finish it yet. Feel free to encourage me or do it yourself http://github.com/symek/automattes (code is little blotted because, well because...)
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  7. Something I`m working on right now. Rendered with Arnold in C4D.
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  8. if you are using houdini 16, just include complex.h in your vex code. it´s in $HFS/houdini/vex/include.
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  9. Im not sure exactly what you want as I'm not near Houdini, but to manipulate transforms of packed geo, you dont need to pack and unpack, just use the intrinsic. You also need to force dop's to rebuild the collision hull by setting the id to -1 (I think). Its tricky as you need to keep all the velocity's working. I got all this to work here in this scene. http://richardlord.tumblr.com/post/157573190741/hip-file-example-of-how-to-scale-packed
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  10. I have a hip file I use a bunch which contains some of the common tricks I always need, but constantly forget how to do. I thought i'd share it. Mostly its VEX/VOPS stuff to manipulate point transforms, a lot of it revolves around creating and using the orient attribute. I'll update it as I go I imagine. When I discover something new, I plan to throw it in here to prevent it eroding from my brain. Must give a shout out to mestela - http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex , f1480187 and anim, who have helped me understand these things a bunch (even if they don't realize it). Thanks chaps! http://richardlord.tumblr.com/post/159277887181/ive-started-collecting-a-bunch-of-tricks-i-use-a
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  11. There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Of Curve Over Surface Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma
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  13. this i am starting new Project: meshing fractals into real Geo. Last year, i've to created "fancy 2.5D" splines fractals. this year i bringing it to "3rd Dimensions". this are basic primitive rendering which i plan to use in huge scene. goal : manage Billions of polygon's / Data in a efficient way. the final scene will 1000 times complexer Geo. this are simple Geo / renderings:
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  14. Welcome to the forums. The issue is that you are ray projecting a 3-D noise-field onto a 2-D surface. Imagine looking down on a 3-D box of trails that run through curl noise and even though it does not bunch in 3-D space as you spin around it. If you look at it through orthogonal views you will see it appears to bunch. I attached your scene with the fluid source sop showing what I mean. If you increase the length of your trail sop you will see the shape of the noise field. I increased it to 500. You can animate the noise the field if you want, but it's more of tackling the symptom that alleviating the issue. But it may get the job done that you want. curlnoise_trails.hipnc
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  15. I always blast my animated mesh to the parts I need (feet for example) and just use an attribute transfer onto the environment mesh (floor or whatever) to set up the emission areas and then blast by colour to remove the remaining area of the ground. With the remaining points you can add velocity with some noise to randomize it a bit and then feed that into a 'vdbfromparticles' and a 'fluidsource' and then merge those together, then feed that into a null and use that as your input in your source volume in your DOP network. If I have time, I will make an example for you within the next few days. I use the same method every-time in production and only ever add extra nodes if really needed (usually just velocity modifiers) and get great results with a simple volume surface shader.
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  16. Strange it works for me , here's a sample example file (very simple), your chop is already connected to your obj xform , look at the channel chop or the name of the channel , you have something like my_object:channel_name (null2:rx for example) Bonne continuation avec le Hou ! simple_pose_001.hipnc
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  17. try watching this video on the 8 minute mark. You can emit particles just like he did but in an much higher ammount. After that you can use a volume rasterize to create some kind of dusty look.
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  18. Are you an idiot? Stop posting non relevant vacancies!
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  19. Hello fellow Houdniks, FMX is around the corner again and of course there will be another user-meeting this year. od-lunch will be on Wednesday May 3 during the official FMX lunch break from 1PM-2PM. I made a reservation for 20 people at the restaurant “Logo” directly inside “Haus der Wirtschaft” (the FMX venue). No registration this year - first come first served! There will be one more reminder posting here one day before but you better save the date already! Looking forward to seeing you again! Reply here so we can see who's coming! Cheers Oliver
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  21. If you want to use RBDs, you need to change the drop down on the rigid body solver from bullet to RBD. Since it is set to bullet, it is creating a convex hull across to connect each box.
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  22. On Windows I can remove "%HOME%\houdiniX.X\" folder (for example: "C:\Users\TheUser\Documents\houdini16.0\"). For Mac, I guess, logic is same. Here it's written as "~/Library/Preferences/houdini/X.X/", and exact directory is probably "~/Library/Preferences/houdini/16.0/".
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  23. //Reload it and print it out again attribute = attrib(0, "primitive", "attribute1", 50); It will fetch attribute value from first input (original geometry) again. You need to store values in variables.
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  24. Sure, as it's a particle system, any force will work, like something as easy as transferring velocities from a FLIP simulation to the differential curve setup in a SOP solver or alike - but that being said, I would guess it's going to be tricky to control. This particular setup is very happy at one specific conjunction of values and there it behaves very predictable in both 2D and 3D, but pushing it in other directions it either just stops doing much or it starts to behave very erratically. But try it out and post the results in the thread.
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  25. it's quite easy. you need to make the 'gas resize fluid dynamic' track your moving source. have a look at the attached file Cheers dm_animatedFluidSource.hip
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  26. haha, i add a subtle translate to every point, so result is better. @P+=rand(@ptnum)*0.0001; thanks, all guys
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  27. You may want to try adding a Normals node to the end of your geometry before you export to FBX. When I examine your s.fbx file the geometry has no normals, only points. This is probably why Keyshot is rendering black. Keyshot may be adding temporary normals once you edit it.
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  28. Since I was working with the new H16 height fields, I re-implemented the reaction diffusion using those rather than points. I also did it without DOPs, using just an openCL within a SOP solver. I've attached a new file. reactionDiffusion.hip
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  29. I would first check for interpenetrating geometry. MAybe try reducing the penetration threshold on the bullet solver. Are you by any chance using a drag dop in the glass simulation? I had something similar where the drag node caused my bullet sim to go haywire. You could also try whacking the substeps on the solver.
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  30. Yes, Houdini 16 ships with a built-in Intel OpenCL CPU driver on Linux and Windows, and should fall back to in on any machine where a GPU is not present (e.g. a render farm machine). We have seen a few cases where library conflicts prevent it from loading, but you should see "Unable to load HFS OpenCL driver" if that's the case. Usually you can do: $ hgpuinfo -l [*HFS OpenCL Platform*] Intel(R) OpenCL Platform Vendor Intel(R) Corporation Platform Version OpenCL 1.2 LINUX OpenCL Device Intel(R) Xeon(R) CPU X5650 @ 2.67GHz OpenCL Type CPU Device Version OpenCL 1.2 (Build 57) Frequency 2670 MHz Compute Units 24 Device Address Bits 64 Global Memory 24102 MB Max Allocation 6025 MB Global Cache 256 KB Max Constant Args 480 Max Constant Size 128 KB Local Mem Size 32 KB 2D Image Support 16384x16384 3D Image Support 2048x2048x2048 ..... That HFS driver should always be first, so that if you do HOUDINI_OCL_DEVICETYPE=CPU it will be the device chosen. Also: $ hconfig -h HOUDINI_USE_HFS_OCL HOUDINI_USE_HFS_OCL Set to its default value of 1, this variable tells Houdini to load the built-in CPU OpenCL driver that is shipped in $HFS (64-bit Windows and Linux only). This built-in CPU device can be selected using the regular OpenCL device specifications, e.g. HOUDINI_OCL_DEVICETYPE=CPU. Houdini will also fall back to using this driver if the usual OpenCL device selection process fails, making it safer to submit OpenCL jobs to a renderfarm that has no GPUs. Set this variable to 2 to disable this fallback mechanism, or 0 to disable the built-in device completely. On OSX this variable has no effect.
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  31. Hi Garry The dop network you have there looks a little strange to me, almost like you've created fluid from an object rather than an object that emits fluid. Here's a quick example file for filling a container with a flip emitter. cheers Nigel. fillcontainer.hipnc
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  32. Please see: http://www.sidefx.com/docs/houdini/shade/vops and http://www.sidefx.com/docs/houdini/nodes/vop/_index
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  33. Hi all. I made something a few weeks ago that I thought might be useful, so I somewhat tutorialised it here: http://www.pixelninja.design/manhattan-voronoi-approximation/ Basically it's a method of achieving something close to a Manhattan-distance voronoi diagram. I hope someone out there finds this useful If anyone knows of a better method, or a method of achieving an actual Manhattan voronoi I'd love to hear it! ManhattanApproximation_01.hiplc
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  34. Here is a vertexwrangle method for projecting cubic UVs on any kind of mesh: vector bbox = relbbox(0, @P); vector side = sign(@N); vector nml = abs(@N); vector size = getbbox_size(0); vector ratio = size / max(size); vector scale = bbox * ratio; if (nml.x == max(nml)) { @uv = set(scale.y * side.x, scale.z, 0); } else if (nml.y == max(nml)) { @uv = set(scale.x * side.y, scale.z, 0); @uv.y += 1; } else { @uv = set(scale.x * side.z, scale.y, 0); @uv.y += 2; } @uv *= 0.3333; @uv.x += 0.5;
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  35. You can use Anaconda (https://www.continuum.io/downloads) to get a more robust Python, with more libraries including requests, this is a data science package, so if you feel adventurous, you can play around and get more data into Houdini. Cheers, P.D. Anaconda also includes a terminal that supports pip command.
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  36. Mainly I just wanted to create a training using the other renderers available for Houdini. That was the primary reason. The other reason was speed. Literally every major object in the scene has either SSS or absorption or both. Mantra is never happy with either of those things. I'm not saying it doesn't give the results . It just gives it really really slowly. Which is why for the initial bit I focused on the GPU renderers. I still might make a version for Mantra when I start working on the Arnold version. I just haven't decided yet. I guess you'll find out in May.
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  37. From the main menu, Edit > Preferences > General User Interface > Global UI Size. Change it to High DPI. http://www.sidefx.com/docs/houdini/ref/windows/mainprefs#ui
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  38. Hey guys, I'm a digital product designer who've always loved creative coding and generative/procedural art. I've heard about Houdini some years ago listening to Ash Thorp's podcast with Albert Omoss and now I'm finally getting to learn this awesome tool. I love to learning new things and everyday I'm amazed about how Houdini works. I'm following the PQ Houdini path (currently studying the SideFX's user guide videos) and I'm really loving it. Sometimes it gets confuse because of some old Houdini version related content but I'm feeling that I'm learning with baby but solid steps. So I want to ask what learning path you guys recommends to learn H, I know SideFX has one learning path too. And please feel free to share about your experience learning it if you like. Cheers, Shiz
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  39. These are seriously very cool experiments to watch. Thanks for these!
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  41. The reason it wasn't working for you, was you need to convert to tets, and then create @pintoanimation. When using FEM, your geo has to tets for the sim, and then you convert back to polys after. Check this hip, I played with a few variations for both @pintoanimation and @targetv/P FEM_pin_a1.hipnc
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  42. You could get rid of edges early (if possible) by Divide's option "Remove shared edges". If your edges are perfectly flat, simply Group edges by angle, then try to Dissolve. It may fail on complex dissolves. There is no general way for dealing with curvature thresholds, you need to use more complex networks to deal with different types of geometry, by using groups and attributes computed before. remove_coplanar_edges.hipnc
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  44. I hope this setup can give you ideas. It worked for me. I deleted the file caches between the different steps, so it's going to take about 2 min to cook raspberry.hip
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  45. I downloaded this example file but it doesnt seem to work anymore ?
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  46. This might work? It's pretty rough, just pre-tangled a curve, then raycast it onto geo. I'm sure there's a better way... string.hipnc
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  47. Ok! First - the most important part of the method. Check this diagram and attached file - they are the core algorithm I came up with. 1. Let's say we have a simple 2d point cloud. What we want is to add some points between them. 2. We can just scatter some random points (yellow). The tricky part here is to isolate only the ones that lay between the original point cloud and remove the rest. 3. Now we will focus just on one of the points and will check if it is valid to stay.Let's open point cloud with certain radius (green border) and isolate only tiny part of the original points. 4. What we want now is to find the center of the isolated point cloud (blue dot) and create vector from our point to the center (purple vector). 5. Next step is to go through all points of the point cloud and to create vector from yellow point to them (dark red). Then check the dot product between the [normalized] center vector (purple) and each one of them. Then keep only the smallest dot product. Why smallest - well that's the trick here. To determine if our point is inside or outside the point cloud we need only the minimum result. If all the points are outside , then the resulted minimum dot will always be above zero- the vectors will tends to be closer to the center vector. If we are outside the point cloud the result will always be above zero. On the border it will be closer to 0 and inside - below. So we are isolating the dot product corresponding to the brightest red vector. 6. In this case the minimum dot product is above 0 so we should delete our point. Then we should go to another one and just do the same check. Thats basically all what you need. I know - probably not the most accurate solution but still a good approximation. Check the attachment for simpler example. In the original example this is done using pointCloudDot function. First to speedup things I'm deleting most of the original points and I'm trying to isolate only the boundary ones (as I assume that they are closer to gaps) and try not to use the ones that are very close together (as we don't need more points in dense areas). Then I scatter some random points around them using simple spherical distribution. Then I'm trying to flatten them and to keep them closer to the original sheets - this step is not essential, but this may produce more valid points instead of just relying on the original distribution. I'm using 2 different methods - the first one ( projectToPcPlane ) just searches for closest 3 points and create plane from them. Then our scattered points are projected to these closest planes and in some cases it may produce very thin sheets (when colliding with ground for example). There is a parameter that controls the projection. Then second one is just approximation to closest points from original point cloud. Unfortunately this may produce more overlapping points, so I'm creating Fuse SOP after this step if I'm using this. The balance between these 2 projections may produce very different distributions, but I like the first one more, so when I did the tests the second one was almost always 0. Then there is THE MAIN CHECK! The same thing that I did with the original points I'm doing here again. In 2 steps with smaller and bigger radius - to ensure that there won't be any points left outside or some of them scattered lonely deep inside some hole. I'm also checking for other criteria - what I fond that may give better control. There may be left some checks that I'm not using - I think I forgot some point count check, but instead of removing it I just added +1 to ensure that it won't do anything - I just tried to see what works and what not. Oh and there are also some unused vex functions - I just made them for fun, but eventually didn't used. So there it is. If you need to know anything else just ask. Cheers EDIT: just edited some mistakes... EDIT2:file attached pointCloudDotCheck.hiplc
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  48. Finished my project with this creature. I also want to make a close shot of its face.
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  49. Yes, you need to create the Cd attribute first if it doesn't already exist. attr = geo.addAttrib(hou.attribType.Point, "Cd", (0.0, 0.0, 0.0)) for point in geo.points(): point.setAttribValue(attr, some_color_tuple)
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  50. A couple easy ways to control it: Gas Diffuse and Gas Calculate. Gas Diffuse will spread your gas around the container, eventually thinning it out to nothing. Gas Calculate will allow you to apply a multiplier to the density to fade the smoke out over time. Both should be hooked up to the "sequel solvers" input of your smoke solver - won't work otherwise. You can use a multisolver to have both of them hooked up simultaneously. Gas Calculate: Set source/dest field to "density". Lower the "Post Mult" (many of the other mults will work, too) very slightly - say, 0.99. Gas Diffuse: Set the field to "density", give it a somewhat high (maybe 10) diffuse rate, so you can visualize its effect. I kind of like a combination of the two - with 'relaxation' turned on in the gas diffuse.
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