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blendingshadow

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Everything posted by blendingshadow

  1. Hello, I was wondering if anyone has encountered and or has a solution to my problem. I have simulated some smoke, cached it, converted it to vdb, then vdb to polygon, followed by a remesh (fixed length:0.2) and after a rop geo node. When I pull the data back in using a file node to see it I get the following artifacts on a bunch of the later frames. I am using houdini 16. Any help would be greatly appreciated. Thanks
  2. skinning a volume, exporting and reading back in issues

    Solution turned out to be missing normals after the conversion. Added Normals and it was fixed
  3. Average luminosity

    Hello, I have some smoke that starts dark and gets brighter. I am making a texture sheet using the mosaic node. To remove edge fringing I want to apply color to the background. I have gotten a single color appearing thus far but I am unsure how to get the average color or luminosity so I get the right color each time. Does anyone know how to do this? Thanks
  4. rendering 3D texture

    Hello, I was wondering if anyone had any suggestions and or tips on writing out a 3D texture for a SDF volume from Houdini? I am looking to take the information and raymarch through it in a game engine. Thanks
  5. fixing shredded looking destruction

    Hello, I am breaking some geometry and using a for each loop with a break. I run it and when later put into dops it simulates like shredded paper. How would you close the geo and make it so each break is it's own piece? (it's a cup with with an outside and inside edge) Thanks
  6. using break sop

    Hello, How do you add lots of breaks to a wall with the break sop? There doesn't appear to be a number of planes option or the ability to randomly rotate this to do a break. Thanks
  7. using break sop

    So how would I add multiple planes / grids with noise? Is there a procedural way or would you merge lots of planes that have mountain sops?
  8. exploding bulb

    Hello, Houdini has changed alot since I used 12. I was wondering how other people would approach a light bulb overheating and exploding? The light bulb is stationary and the top clusters are small and the pieces get bigger towards the base. When the bulb explodes the base remains. I have tried scaling a sphere inside and looked at forces a bit but something seems to be missing, more so the force and constraints. Any help would be much appreciated. bulb.FBX.hip
  9. Save .hipnc instead of .hip

    Will this convert .hipnc files to .hip ?
  10. Fire Flipbook Loop

    Hey, I was wondering if there is a better way to approach creating a looping flipbook fire? Peter Quint has a great tutorial on using time shift to create a loop but it looks like it's cross fading. Could something be done at the comp level, ie: rendering out 'x' number of frames, finding similar frames? Or is there something you can do with the volume data to make it look the same at a user defined frame. Thanks
  11. Fire Flipbook Loop

    I haven't thought about target states before. Will have to do some testing and digging. My other option was to render around 100 frames find two 'bookends' that look similar and then use a timewarp in the comp context. Hoping there would be little twitching.
  12. Hello, My computer is powerful but nothing ridiculous and I lack a farm to send jobs to. I was wondering if there was a way to automate setting off a hi simulation and then do a render straight after? I would like to work on a low quality iteration during the day, nail the behaviour, look and then set things off over night to simulate and render. Any pointers would be really appreciated Thanks
  13. automate simulation and render

    Ahh awesome, do you have any resources that you might be able to point me at for making some scripts? The daisy chain stuff is working nicely, keen to push the automation a little further if possible
  14. exporting dds from rop

    Hey, Was wondering if anyone knew how to push a .dds image format out of houdini? Thanks
  15. moving particle in one axis with noise

    Hey, I am trying to generate points on a surface via a colour attribute. Then using gravity at the end of the pop net, apply noise as they move down or across the surface. I seem to get stuck with the noise. If I add it, they stop becoming stuck to the surface and start spraying away. Any idea how I could fix that? Thanks
  16. moving particle in one axis with noise

    Had a look at the Ray Node and it does the trick nicely. I have attached a crude file that demonstrates the technique. I have basically created a grid with colour and a pop location. I create a trail based on frame and then use an add with the 'id' attribute. I then apply a colour, ray it to the surface and do a colour transfer. To get it to 'blur' become diffuse I animate the blend threshold over the frame and use a large division. Thanks for helping me get there. Next step to look at using the sop solver to work out how to make it 'blur' at different rates rather than all at once bleed_pop.hip
  17. moving particle in one axis with noise

    I am trying to get blood bleeding into cloth, the colour information at the very least. Using a point cloud gave me 'honey combing' which doesn't look right. I had intended to emit from the surface and have the points stick there. Then do a trail, resample, colour and then attribute transfer. The attribute transfer gives nice blend thresholding. That was my thought process, if there's a better way then I would be happy to learn something new
  18. delete selected object

    You can select everything you need and then create a group node in the context. Then delete the group.
  19. Hey, I am looking for a way to subtract the volume data from a pyro explosion so I can layer it an engine later via flip books. I want to render out a flip book with the smoke and fire in different elements and or passes. The smoke will need to sit on top of the explosion, the issue I am having is the alpha? Would cutting the volume in half work? If so how would you do that? Are there rendering trips for depth that you can utilise it in post? Thanks
  20. subtracting volumes in pyro explosion for flipbook

    Yep, but I can cut them out after and make some flipbooks from the data. Looking for the same technique used to extract the information that's seen at the end of the video
  21. subtracting volumes in pyro explosion for flipbook

    The last part where the information is extracted look like it would work really well. How would you achieve this?
  22. Rivelet

    I am looking at something similar but emitting particles on a surface or set axis and then resampling and creating trails from those points. I am stuck on getting the points to either have noise only on one 'plane' direction as they move down or having them stuck to a surface as they move down with noise
  23. fade fluid mesh over life

    Hello, I have a fluid source that bursts. The source has been converted into a vdb, reshaped and smoothed. I have animated erosion on the mesh but it still 'pops' off. How would you go about fading a vdb fluid mesh based on the age of the point? Would this be done in the shader somehow. Any help would be much appreciated. Ta
  24. fade fluid mesh over life

    This is amazing, thank you very much
  25. Hello, I am making an explosion flipbook. The explosion flipbook rolls from hot to black smoke. As a game engine will need a diffuse and alpha I am looking for a way to 'bleed' the edges out for each frame so I don't get edging when it goes in game. I found the expand cop but would like to bleed it to the edge if possible. Do it uniquely for every frame in the flipbook. Add the original render over the top without changing the way it looks. Any help would be great Thanks
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