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About moneitor

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  • Website URL https://vimeo.com/hernanllano
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  • Name Hernan
  • Location London

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  1. I setup an example of how you probably could create a mask, is something I did very quickly so of course is not something you can actually use, but maybe it help you thinking about a way to create your setup, after the emittion, most of your job will be in pops, finding a way of making the particles "float" on the surface of your geo, is not that hard though. Maybe on the weekend with time I can prepare something. WaveDeformerTestQuickMask.hip
  2. Ill check the file tonight when I get back from work. The scattered points are just the emitters of your particles, not the particles themselves. I just opened the file very quickly but I don't see any animation on the waves, is that gonna be a still? or you were thinking on build your fluid simulation from there? because right now I see you are creating the mask, but there is no velocity in the points which of course wont give you any nice initial motion on your points.
  3. something that comes to my mind is that you could create a mask in you mesh based on the velocity of the points and the curvature, then scatter some points in that masked area and use pops to create your white water, I did a white water setup that way here at my job for non hero shots and is working pretty nicely. If on top of your animated wave you are using an Ocean spectrum then is much more easy, because the ocean spectrum will give you a bunch of useful attributes, like cusp, velocity, etc... Then inside VOPs in a pop network you can use those attributes to drive the motion of your particles, which I think is basically what the white water solver does, but instead of using the attributes from your ocean spectrum, is using the attributes from your flip simulation. Let me know if this make sense.
  4. You could fit range the density in a volume vop, but anyway in I think the low density in the wings is just because the wings are a thinner geometry so they look less dense, you could create another scatter based on color, painting only the wings, and then merge them together. Not the most procedural approach but would work.
  5. well I will leave a working file just in case someone face the same problem, thanks to Alejandro Echeverry (pazuzu) for his help. layerMixExports.hip
  6. I had the same problem exporting the AOVs, it works fine if you are using one custom shader, but if you put two shaders with a layer mix it stops working, I'll let you the path to my topic, there is also a file to check in there, the custom AOV is called turb and it only works if you use only one material. Alejandro Echeverry (pazuzzu) helps me with that, and now is working so I will leave the working file here too. layerMixExports.hip
  7. Hello Guys, I been working with H15 so far, I picked H16 for shading very recently and everything very cool, but... I been trying to export custom AOVs with two shaders being merged using the layermix, I saw the master class from Kay, and I am trying exactly what he is doing and it doesn't work for me, for sure I am doing something wrong, I am leaving a file here if you want to check, the custom AOV is called "turb", its basically a noise, I already tryied using the "export_turb" syntax and it didn't work neither. Thanks very much. layerMixExports.hip
  8. If you want to specify an Up vector, I think you will have to use a looAt function instead of the dihedral, that way you can specify each axis of the rotation matrix.
  9. Well actually the problem is in general, even with the license manager.
  10. Hello everybody, I bought 2 days ago a license of Houdini 16 indie, and after installing Houdini on my pc I tried to run it in order to start doing the licensing stuff, and boom, there goes the error, "The application was unable to start correctly (0xc000007b)" Maan I don't know what to do, I been trying everything in the forums, has anyone face this same problem before? Thanks very much.
  11. Ah James, thank you very much for your nice help. Haven't heard about the dihedral function, help me a lot.
  12. well, I don't know the solution but anyway I just smooth out the velocity channel in chops, and seems to help a lot.
  13. Hi everybody, I was wondering if there is a way to improve the behaviour of this setup, I am currently creating this thing to instance a pre-cached fire on a moving object, and I want the fire to have the proper orientation based on the velocity, this is not for hero shots of course, but it would work very nicely for non hero shots (I think), so the question is, Is there any way to smooth the quaternions when the direction of the velocity changes very fast? I want to avoid the flipping, I remember in my time as rigger that it is probably impossible, but maybe there is a way to smooth it, maybe chops? Or maybe quaternions is not the best way to go, and you can give me another clue. Thanks. Hernan. buildQuat.hip
  14. I was losing all the time with interpolations crap and totally forgot about the trail hahahah, thanks Fencer.
  15. There you go, this scene of course is pretty simple, and my source in the production scene is moving much much more faster, and further away than this. quaternionTest.hipnc.hip