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macj89

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Everything posted by macj89

  1. How could I make this dynamic ?

    Really good solution yonglegend. If u want to push it a bit further, how could u control the mass of the sphere? I mean, now is moving like a really light one, what if its a concrete or iron ball? Cheers and thanks!
  2. Hello! I scattered some points, gave them random Cd, copied Spheres on points and made a Redshift Mesh light. Now I wan't the mesh light to inherit the Cd from points into the light color. So i will have a lot of diferent color lights. Is it posible to do this? I have been messing around without any good result, i have even tried the color from texture but nothing. I am working in Houdini 16.5.378 + Redshift 2.5.65 Thanks guys!
  3. Redshift - Mesh Light Inherit Cd

    Aha, i was wondering why my mesh light wasnt inheriting the color using your previous example, so we have to hack and fake like usual hahahah Thank you guys, i'll give a try.
  4. Redshift Render error

    Could u attach the hip file? ty
  5. Syntheyes to Houdini scene scale issues

    Never tried the workflow before, but we are going to start using houd/synth in the studio, so im interested in this. Sorry if i cant help yet, never opened syntheyes before. So..up!
  6. Ice growth effects

    Just took ben watts clean file and did some fast geo for testing. Play with Solver_Controls max distance and max points for speed control, or just go inside and tweak the vex. Hope it helps. bwd_H16_editedIceSpikes.hiplc
  7. Ice growth effects

    He has a very clean new setup for houdini 16, easier and faster, you should give a try. File aside, i would just model/sculpt the ice spikes and apply the same system starting the grow from the bottom of the spikes, and make the growing system to go faster, so u will have two systems, one for the wall itself and one for the spikes, just time them properly and here u go.
  8. Solved by Peter Sanitra @ Redshift Render community facebook group. Uploading the updated hip file. So: 1. you have to compute the velocity of points before the boolean, then use a atribute transfer to transfer the velocity from that preboolean to the new boolean geo. 2. go to redshift per object parameters (OBJ level) - Settings - Render and activate Deformation Blur From Velocity Attribute , so you force redshift to compute the motion from your velocity atribute from points. Done! I hope my full morning investigation will be usefull for you guys! Keep growing! mberror_solved.hiplc
  9. Motion Blur changing topology issue. Hi guys! I am having an issue with Houdini + Redshift. I have a geometry moving and im using a boolean to desintegrate it art directed. The thing is, since im using a boolean, there is a lot of point changing on the mesh so redshift is not able to compute the motion blur because the changing topology, i have this message when i hover the redshift render rop: Any tip on how to solve motion blur on changing topologies? I already have a trail sop to compute velocity on my node tree. Got the latest houdini indie and redshift. HIP attached. Thanks!! mberror.hiplc
  10. Hello! Im getting crazy on a very easy (i guess) problem. I have some scattered points with a random pscale (done with an Attribute randomize node) between 0.3 and 3. Now, my problem: I want these points to grow their pscale to their maxium in the first 10 frames, i mean, They all start on 0 and the grow until they get their maxium value given, so they will finish at frame 10 between 0.3 and 3. I know how to make them grow but with the same pscale. I know how to give them a random fixed pscale. But I don't know how to mix both systems! hahah Any tip? Thaaaaaaaaanks!
  11. Whaaat.... I should start learning VEX hahah I was cracking my head up with Point Vops. That's exactly what I wanted!! Thank you very much!
  12. Actually, i just need a random fit clamp, isnt it?
  13. Effervescent tablet effect

    I did a quick hip for u. Be sure, when you use the popadvectbyvolumes, to change the velocity source to DOP, write down the name of the smoke object (in this case, pyro ), change the advection to Update Velocity and here u go. effervescence_tablet.hiplc
  14. Effervescent tablet effect

    I would do a smoke simulation using the tablet as emitter and then, i would advent particles from volume using the tablet as emitter aswell, u will get those nice swirls and stuff from the smoke simulation, and will work flawless, easy and straight forward. Just tell me if u need any help, i'll be around all the day.
  15. Water Dress

    Sorry, the project was cancelled and didn't develop the idea. Could someone delete this post? Thank you very much!
  16. Water Dress

    Hello magicians! I am a damned low-mid level houdini user who is facing one of the hardest challenges in his vfx carrer. I have to recreate a dress made with water with the most similarity to this dress (video): http://gph.is/2oMVeZ4 So, it has to have a similar shape (with that long tail), it has to be made of water (not only the shader, it has to be like flowing water with splashes making kind of that dress shapes). The question is, do you know where or how to start? I am thinking about doing some kind of cloth simulation first, compute the velocity of the cloth points and do like 2 layers for the effect. 1. The flow, going from top points to the bottom, i guess it could work with a particle flow effect (I don't know yet!, because particle flow sticks so much to the surface and i'll need them to splash aswell) 2. The tail part, with a lot of turbulence (pop force maybe) to replicate that curly shapes. Is there a way to make a very simple fur and make it advect the particles to replicate the shape? or is it a bad idea? I am missing a lot of tools and nodes in houdini, maybe there's one magic buton to approach this hahaha Thank you again guys, u are the best, I'll keep you informed about the process! WhatsApp Video 2018-03-04 at 11.13.16.mp4
  17. 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!
  18. 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.
  19. 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!!!
  20. Motion Blur Fluid Source Particles

    Be sure this two guys are ON before rendering:
  21. 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!
  22. 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!!!!!!!!!!
  23. 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.
  24. 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!
  25. 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!!!
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