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About fuat

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  • Name Fuat
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  1. assuming the alembic comes in as a packed abc, you have to unpack it in order to get the attributes. but of course this will raise memory usage (especially in your case with such a huge cache) hope this helps
  2. besides the ones already mentioned, for me the most important is: - meaningful folder structure - naming conventions - and the most important: backtracing files/caches. theres no worse thing than having to change/rebuild something and not knowing from which file it was generated. or searching though tons of folders trying to find the right asset or cache or scenefiles.
  3. that was what he asked for? doesnt the vdbanalysis exactly output that? or am i missing something? correct me if i am wrong
  4. VDBAnalysis SOP. outputs whatever field you want
  5. as Matt said. or in order to just attach or copy your model onto the alembic (without extracting the rotation matrix explicitly): primintrinsic (Signature Matrix4, Intrinsic packedfulltransform) pointing to your alembic file -> multiply by P (coming from geovopglobal) -> P (into geovopoutput). done. (this help comes from my friend Martin Matzeder aka booyabase and saved me 1 mio times so far....)
  6. when you dive inside the flipsolver, there dive inside the "advect surface" microsolver and there find a microsolver called "copy_future_to_past".
  7. whenever you work with Houdini
  8. this. is. just. brilliant.
  9. if you want to use it outside DOPs with an hscript expression, as far as i know the hitnum attribute has no Local Variable Mapping set by default. but maybe a scenefile clarifies things a bit?
  10. when You scatter points on geometry, you get an integer attribute called "sourceprim" (in the scatter SOP, see the Output Attributes Tab), which tells on which prim your points are scattered from/on. so later on in POPs, when doing your pointcloud lookup, you could use this sourceprim attribute to limit your loop up search. like "if primID equals 7, dont use this curve". or, as you suggested yourself, doin it by primgroups. that is maybe the much easier way. but bit are just a guess, dont have ot build in front of me. hth fuat
  11. hi ragunaikvfx, the scene you are talking about was made and posted by MCGrund, not by me you are mixing things up. i posted a different scene. and by the way: "please give me solution" is quite a harsh demand, dont you think so? i am quite sure everyone here is always willing to help and exchange knowledge. but please lets keep polite and nice.... let me know if you need any more help regarding your scene. fuat
  12. fluids are directable, yes. you can control them with a velocity field which you can generate from a curve. build your curve, resample it (in the resample SOP make sure you export "tangentu"), rename "tangentu" to "v" and use these tangent-vectors as your fluid force field. you can do that with the fluid source SOP in "stamp points"-mode (or manuall in vops by doing a pointcloud lookup to ouput to a velocity field). hth fuat
  13. the main idea is: two oceanspectrums with different resolution exponents. so basically, you have one stream of Grid&Oceanspectrum into OceanEvaluate. Duplicate these 3 nodes. Now, change the resolution exponent of the Oceanspectrum copy. Plug the both OceanEvaluates into a VOP. inside vops, import P of second input. now mix both P´s as you wish (by color or noise or whatever attrib you want) that´s basically it. Fuat
  14. another option is the Wedge ROP. i used it recently for a krakatoa-job, simmed "only" 30 mio particles, wedged 10 times with different seeds (takes a few minutes to setup), which made 300 mio particles in the end, rendered with Krakatoa: http://insekt8.de/I/houdini-custom-divergence/ fuat
  15. i don´t know if this will be helpful, but i did something sort of similar (not exactly) for a short film where i wanted to have my ocean surface with different calm areas next to windy/displaced areas (as you often can see in nature). very straightforward to setup: http://insekt8.de/I/houdini-custom-multi-resolution-surface/ hope this helps fuat