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tfreitag last won the day on January 28 2015

tfreitag had the most liked content!

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  1. going crazy with advceting points (vdbadvect)

    hey atom, thanks for you advice with converting both sides(density and vel to vdb) this helps. the smokesim is very lowres, without resampling i see the voxelgrid on my cloud.
  2. going crazy with advceting points (vdbadvect)

    hey atom, here is the file attached advectpoints.rar
  3. hey, here I have file where I try to advecting with vdbadvect inside sopsolver. the points going crazy. if i raiseing the substep it getting better, but its way to slow...because i will advecting 90mio points. Maybe there some bad velocities or the resize container? hipfile: https://we.tl/8OLaIq8Upx any solution would be nice. thanks in advance. tom
  4. folding smokesim

    hickstein, thanks, thats amazing! ...the solversop setup is exactly what i need. i try to implement alejandros surface tension model to enhance the folding effect. here is the site: http://www.gridmarkets.com/alejandro-echeverry thanks so far. tom.
  5. folding smokesim

    thanks hickstein for your help! i tried to use a sop solver together with the smokesolver, but i don't get it to work. if anybody have an advise how to setup the sop solver in conjunction with smoke solver, would be great. then i could convert the incoming density field to an sdf with vdb convert inside a sop solver per timestep? ...or should I advect the sdf field? any advises would be great. thanks, tom
  6. folding smokesim

    hi, I have to make an ink effect, with solid looking folding plumes. Now I would like to use the idea of Pazuzu(alejandro) to enhance the folding effect of the plumes. Inside my Smokesim (DOP) I would generate an SDF from the density, generate Curvature and use this values to drive divergence field. On high curvature are it would push it inside and low curvature are I would push it outside. My problem: How to convert the density to an sdf field inside dops? I found sdf to fog microsolver but not the other way around. And is this a good way to push the folding effect, with divergence field driven by curvature? thansk in advance. tom.
  7. Boolean and Voronoi Fracture problem

    i also had similar problem. my guess: boolean is very very acurate and can give some very tiny little face, which problably bring the voronoi fracture sop in some troubles. my workaround is to use a remesh, for nice distributed polys. i also come in trouble with subfractruring with boolean again. the first boolean pass works fine. but when i subfracturing the boolean again it almost impossible get any or a nice result. my guess: the first booleanpass produces non manifold meshes on the edges(i.e. when object and fracture geo have different mesh resolution) ... here i build new mesh with vdb. this works fine....but with all the remesh and vdb workflow you will lose a lot of high frequency mesh details...or you have to work with high dense and very heavy meshes. i would be happy to hear from other experiences or workaround.
  8. strange force

    thanks eetu btw. I have recognized that you have been active member in the demoscene. So you did stuff for organe tv and coma? I've been also active member around 2000 ...the groups from finnland delivered the most crazy and also best demos! But now you transfer the spirit and passion of the demoscene to the houdini community (i.e. your long rnd thread). Nice to see.
  9. strange force

    hi everyone, i would like to share my latest houdini work. the initial motivation cames from entagmas strange attractor tut (thanks!). based on thomas attractor i build up three force fields to get this kind of complex structures. listen to the music with headphones. tom.
  10. i bought month ago the 6950x. its running like hell. really! i overclocking it easily to 4 ghz. for me it is worth the money. i think its the best compromise between amount of core and single thread perfomance. and whats astonish how much nodes are multitreaded right now. its not only rendering, but the daily workflow becomes really fast. i.e. flip or pyro (with no collision geo) using all the 40 ghz
  11. Houdini 15 Released

    what a great release! it must be huge amount work of the dev team in 9 month. i really love the "small" features like the foreach loop, visualizer node... but also pyro3 shader , new disney shader, fem 10x faster, bullet is faster, adaptive grain and so on...crazy! i wish sesi best success...and a lot more customers/artist, then more studios would integrate it in here pipeline.
  12. Commercial Porsche Black Edition

    Only the additional CG smoke were rendered with mantra. The car was shaded and rendered in Max/Vray. The packshot of the car is studioshot.
  13. Commercial Porsche Black Edition

    thanks guys ! I have to say that I'm really fall in love with the pyro 2 shader. First I tried the advecting-tons-of-particle-workflow and bring it to krakatoa, but it was much easier and I getting a better look with mantra and pyro-shader.
  14. hi, i want to show my first commercial job with houdini. I did all the cg fluid stuff with pyro and rendered in mantra. i really enjoyed houdini in production. its mostly mixed with real footage. tom
  15. Dry Lights

    great execution! I love the athmo