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Martin47

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About Martin47

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    Martin
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  1. creation of dust at the impact of the steps

    A simple exercise could be color both geo and transfer Cd attribute to the ground via AttribTransfer Sop, Scatter some points by Cd and emit Pyro from that points.
  2. Swirl Pyro Equivalent

    Take a look at this file. SeedVorticles.hipnc as i mention before, you can inject some particles that will be use as a vortex seed (Vorticles = Vortex-Particles). The process will be: Create a source to apply the vortex forces Apply Forces Update the Velocity field Advect the vorticles to move accordingly to velocity field So houdini comes with a Microsolver called "Gas vorticle Geometry", this MS create a bunch of points on a fixed volume that match your fluid object, each with a magnitude and radius, Then "Gas vorticles forces" applies a Paddlewheel-like force to each point and updates the velocity field based on a Confinement Strength. Finally in the advection step "Gas advect" MS, moves the points according to the velocity field to track the fluid movement and preserve the position of each vortex. btw there is a shelf tool under "Container Tools" tab called Seed vorticles that make all setup for you. ( i never seen that before ) its not the best explanation but i hope you find it usefull. Cheers!
  3. Swirl Pyro Equivalent

    Look at the "Confinement" parameter in the Shape tab of the Pyro solver, is based on the Gas Vortex Confinement dop. is a starting point. in other hand, you can create some vorticles forces advecting particles. look at this thread plenty of pyro info and some examples i guess
  4. spider crowd on walls and overhangs

    its no crowds but maybe you can take something from it
  5. spider crowd on walls and overhangs

    take a look at this post by "sohey" works perfect and its a very good starting point.
  6. Volume Light

    with "pyro render tab". i mean in the render tab of your geometry cache.
  7. Volume Light

    Since lights are additive, you can turn off all the lights in your scene, and render only the Volume light, with the "Matte Shading" parameter turned on in the pyro render tab, so you will get a completely dark scene with only the incidence of the Volume light, then you can compose that pass in "add" mode.
  8. objects attract to object

    You can use a pop drag to modulate the attraction force. this file has some vex stuff inside, check this out.. drag-by-distance-00.hipnc
  9. "File “CUsers/Administrator/htoa/htoa-2.0.0_r240c4dd_houdini-16.0.557/htoa-2.0.0_r240c4dd_houdini-16.0.557\python2.7libs\psutil\_pswindows.py”, line 14, in <module>from . import _psutil_windows as cext" seems like a mismatch in the Arnold/Houdini builds version, if you check the Solid Angle documentation explicitly said: "The HtoA build must match exactly your Houdini install, down to the build number, or random crashes and glitches will occur.
  10. Sure, have you already tried to change the "Jitter Birth Time" and "Interpolate Source" parameter? basically it creates particles with a random age and moves it according to their initial velocity, then the interpolation method decides where in the source to interpolate (forward or backward). look at the file. jitter-birth.hipnc
  11. RGB to Kelvin

    here is a test with the equivalent code in VEX, this not answer the question, but maybe help to "reverse engineering" something . anyway as @Juraj said, build an array with kelvin-to-rgb values and match to the closest may do the trick, at least in a plausible approach. maybe this chart is useful? http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html Kelvin-to-rgb-00.hipnc
  12. Retime or timeshift particle simulations

    Use a Time Blend node Before the Timeshift sop. it will find matching points id even if particles are deleted.
  13. you can scatter points in texture space to make points stick to a deforming geometry or generate once on a rest position and then use an attribute interpolate node to deform it each frame check the "Spiky Deforming Torus" example which comes within houdini.
  14. if you are creating a cloud system from the shelf tool, it will merge the original geometry into a new one via object merge node, so the transformation will be stored in the original geometry, try to change the transform parameter to "none", from the drop down menu of the object merge node.
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