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About macj89

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    Miguel Angel

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  1. NAS

    In the latest studio I was working, they were using Synology Disk Station DS416Play , with 4 x 6TB HDD. It was a pain to work from the NAS when 3 of us were using it, dunno if it was a wrong setup or just it's bad as it is. But hey! It's super comfy to not be dealing with external hard drives, I think it has to be awesome if is it only for u! Good luck!
  2. Just another laptop question

    I don't know, 4k Display in a 15.6 inches.... u will need a magnifying glass hahah Dunno why there's a 1k$ diference.... I'd go for the Amazon one straight forward and buy a secondary monitor.
  3. Hi houdini wizards! I hope u are all doing well. I started working as Houdini Freelance some months ago and I need to upgrade a bit my setup! I already have a DELL uh2414 (Full HD) and I thought it was fine until I worked in two studios with Double 27 QHD monitor and a 32inch 4k in the other one and I cannot handle to work anymore on a fullHD 24 inch monitor! haha I need a good quality mid-budget (around 500€) 1440p monitor to use it as main monitor and degrade my uh2414 to second monitor. 1. Is the Dell UltraSharp U2715H (460€ in my retailer) a good choice or should I aim to another brand/model? 2. What about using a 32-40 inch 4k Smart TV? I realized that a 40 inch Samsung UE40MU6105 is around 500€... and it's 4k! Thank you as usual!!!
  4. Motion Blur Fluid Source Particles

    Be sure this two guys are ON before rendering:
  5. apply noise to flip fluid source

    I don't know if I get you, but, what about pluging in the fluid source after the volume vop and using the "Sample Volumes" method? It will follow any noise you will apply on the volume vop. Maybe I missunderstood you, my english is not the very best in the place and I am saying a stupid answer. Cheers!
  6. Hi Anthony, at the end, because art direction things, the effect differed a lot from the reference, because we didn't have such a long shot to see how the stadium was rising from 0 to 100, so I just went straight to normal and basic pyro solver (shelf tool dry ice) and tweaked the settings there (and I also had to do some try and error with the emitter noise and source, to achieve that "stop throwing sand" effect and avoid racord between scenes. I helped myself with some gas wind to push it a bit forward and that's all.... at the end was a really easy thing because as I said, it differed a lot from the reference. Have a nice day.
  7. Hey guys! The project was published, so I can show it to you! I want to thank you @Atom for your help! All the pyro sims (ambient, sand, etc) done by me with your help!
  8. Deleting Pyro sections after cache.

    I also tried converting both volumes into vdb and doing a vdb comine without any succes, i'll keep playing, let's see if i get with the solution! Thanks
  9. Deleting Pyro sections after cache.

    Gonna add some images, its a simpler main sim to iterate. You can see the Cube, the mainSim and the mixed sims
  10. Deleting Pyro sections after cache.

    Yeah, im quite newbie in smoke things, what would be the approach for the volume mix? I did a cube, sourced a smoke from it, cached and tried to substract it from my sim with the volume mix subtract. Tried so many settings but still not working, I'll try it in a dummie simulation before going into my huge complex one! hahah Good to know that Volume Mix is the path, i wasnt that wrong! Cheers!
  11. Hi there houdini masters! Lets say Ive got a Pyro volume in .bgeo and I want to subtract sections of the volume, to be more specific, the center of the sim and keeping the borders, so a bounding box like the one made by Delete SOP would do the thing. I've tried using Delete, Volume Mix (that only removes a portion of the volume), etc. Is there any trick that could do the thing? Maybe something at render time? Cheers and thank you in advance!!!
  12. Btw, should I work in real world scales for this? ( 300metres high skyscrapper? haha) I always worked in abstract effects without giving attention to the scene scale and I don't know how to approach it! Cheers!
  13. I have been trying a while. Tested the grain path and didnt worked so well. Now I am trying to scatter points on the geo and emit some dry ice from that points. I think the result, if I know how to properly work with pyro (first time), could be more similar to the video. Thank you Atom.
  14. Hello Houdini wizards! Im pretty new to houdini, I mean, I have done some flip fluids shots for commercials but that's all. I just talked with a client and gave me a project to develop but I don't know where to start the approach. I want to do it in Houdini because I don't want to be non-procedural anymore! hahah The project: Client wants me to raise a building (football stadium) from the underground in the middle of a desert. (Yeah, with all the sand, dust, etc) The reference: Unit Image: The Crew launch From 00:56 to 01:10. The Question: How will be your first approach to do that? I mean, there are tons of layers of debris and that stuff in this one, It will be a simpler one because I'll have like 1 month to do this effect. My first thoughts: Importing the building from Maya (already done). Animating the raising with a transform. ?????? Treat the scene as it was rising from the water (flip tank and making the building colide with particles) Make some smoke emitter from different parts of the building to simulate the dust generated by the movement of the sand. I hope u can help me with this one, It's a big opportunity to introduce me in a big studio and have a loooot of work and learning! I'll attach the first hip file once I start with the R&D! I just wanted to now how would u approach this! (Sorry for my Englando, I am Spanish, last spot on Eurovision, u know!) Cheeeeeeersss and a big hug guys!!!!!!!!!!
  15. Absolut Dissection Shatter effect likeness

    It worked like a charm! I am having some minor artifacts but working so far so good! Thank you very much ! I'll post the hip file someday! XD (I have it at the office)