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Polyxion

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About Polyxion

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    John

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  1. Pyro fire test

    Hi Tom, first of all the detail really depends on the source itself and on the feature sizes of the forces you apply. So before upressing and simulating with a crazy amount of voxels it is really important to have an interesting and detailed source as a base. For example you can use the noise in the fluid source to mask out your source volume and get more broken up patches. In the simulation itself use microsolvers like turbulence and shredding to modify your sim and add detail. To safe disk space write out only the fields that you really need. For example storing velocity will take up three times as much as density because it has to store 3 floats per voxel compared to 1 float for density. I would also recommend to simulate dual rest fields and use them to add detail during render time in the shader. Make sure you turn them on on the smokeobject and the pyrosolver and set the right frame offset and blending depending on your scene. In the pyroshader you can then mask your fields with noises based on these advected positions. You can also use different noise sizes and patterns for different fields e.g. heat and temperature. cheers
  2. RBD retime rotation problem

    Hi everyone, I´m fairly new to houdini and this forum already did a fantastic job answering my questions just by reading through all of these posts. But now I got a little stuck and haven´t really found a clear explanation for my problem. I have done a RBD Simulation, which is prefractured, simulated in DOPs and cached out as bgeo. Afterwards I created a time blend and time shift node to retime the simulation (not linear, maximum is about four times slower). The slowdown of the translation data is fine, but the rotation has some strange jumping artifacts. It seems that the rotation data is not interpolated properly by the time blend and just keeps flipping between the original frames. Does the time blend also work with rotations? The original simulation has some very fast rotations and movements, especially when the impacts happen. Maybe I need more substeps in DOPs but this will change the look and speed of the whole simulation? Is there a better workflow of doing this retiming stuff, especially when it also includes particles and smoke sims? Thanks in advance.
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