Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Everything posted by celd

  1. Hi, I am rendering pyro with 2 extra image planes, combined lighting "all" with light exports, which gives me 3 passes - the smoke lit by 3 individual lights (direct, enviromental and volume light) and combined emission "all_emission" which gives me just the flames. Now all of this is very useful in compositing process, however it also increases render time to 8-15 times the length of render time without passes. I would expect there would not be any increase of render time since it already is a part of the "beauty" render. Is there any way to get around this? Thanks
  2. Thanks, I was hoping for this kind of solution, you saved us a lot of time!
  3. use volume gradient for a direction towards the surface and volume sample for a distance to the surface, then add the vector to the points position - use point vop
  4. Cant you simply use polywire?
  5. you need to go to Render/Sampling tab on the object you are rendering and tick Geometry Velocity Blur on, and on the mantra node in Rendering tab tick Allow Motion Blur on you will then have motion blur in the direction of velocity vector v in your render
  6. I will try to answer this with various levels of knowledge I have about your questions: Pump preset introduces velocity into the simulation, you should always look into "SOP to DOP binding" tab, that's where you can see what is actually going on. As you can see in your hip file, it is trying to use a field called "pumpvel" and add it into simulations "vel" field. There is a second field, scalar field, called "pump", which is being added into "pump" field, I believe this scalar field does not actually do anything, however in Masks tab you can see its being used to mask out the vel field, so that the vel field gets multiplied by the pump field, effectively masking it. You can see how these fields are created on the SOP level. The pressure field is the one that you cannot visualize in the smoke object. It is an internal field that pushes against the velocity to make the simulation divergence free. Pressure solve is one of the steps of calculating the solver equation. Now the expand preset does indeed do what you originally wanted to do, that is, add divergence. I admit I am not entirely sure how it fits into the whole picture, but in the end it is not too important to know more than that it introduces divergence into the sim to make it expand. Hope this helps and if anyone wants to fill in the blanks - please do.
  7. the combustion model's "gas released" parameter introduces divergence into the simulation, you can see it when you look at the field visualisation source it into the simulation just like any other field, as Alexander mentioned
  8. some ways to solve this would be either gluing the larger pieces together in the simulation, or using "active" attribute to not sim them at all it is not exactly what you want to do, but it does the trick
  9. you can use polyframe sop to calculate tangent and output it as N in point sop you can remove the y component of N so the stairs remain level you may also want to create "up" vector pointing up if the orientation isnt behaving correctly
  10. if you are trying to accumulate a value, it could be a good idea to use sop solver instead
  11. I believe that to disable caching flip sim into memory, you need to leave DOP caching on and disable Allow Caching on the flip object
  12. by zeroing out I mean literally setting its translate and rotation values to zero, also you connected the fetch/blend/camera the other way arround the idea is that fetch node gets the transform values from your imported camera and blend node filters out its scale, then you parent your copied camera which only follows along, reason why you copy it is simply so it has all the camera settings as your imported one also you dont want your fetch to be connected into the null you scale your imported camera with
  13. you can scale your imported camera by plugging it into a null and scaling the null, you then duplicate the camera, drop fetch and blend nodes and connect it like this: duplicated camera->blend->fetch uncheck SX SY SZ on the blend node, check "use parent transform of fetched object" and zero out all transforms on duplicated camera this way you get translations and rotations of your scaled camera only and wont have render issues due to scaling
  14. in my experience this is often due to "collisionvel" field not being properly set up. this can cause problems especially if the collision object is moving quickly through the smoke volume. it will not transfer its velocities to the smoke vel field and will simply eat the smoke away
  15. Nor am I suggesting you use Maya, having said that, I have not tried rigging in Houdini, but I assume the process would be similar and even easier to automate. From what I can see, the rig is doing what its supposed to, but the deformation is simply too extreme. if you looked at your own arm doing that kind of a motion, it would be twisting almost all the way to the elbow, anything short of that will simply not look good with this kind of polygon density.
  16. what I would do in my Maya rigging days was to add additional joints along the forearm and rig them, so they would rotate along with the wrist, multiplied by a value lower than 1. mesh would then be skinned onto them and they would interpolate it smoothly perhaps same solution could be used, unless there is a more "Houdini" way to do it
  17. seems to be working for me? new splash 02.hiplc
  18. Sorry I assumed you were using smoke solver, anyway, go to the Masks tab on Source Volume dop and remove the velocity mask, that should fix it
  19. I assume you have multiple velocity fields on the sop level: for all of them to be added into the simulation, you create Source Volume in the dop network for each of them, then plug them into a merge node and finally into the solver the "add" option means your volume which you are sourcing, will be added into a simulation field. "vel" in your case. if it was set to "copy" , it would instead overwrite the current simulated "vel" field the initialiaze option simply holds presets how the Source Volume dop can be set up. changing it to "source fluid" should give you what you need. you may want to look into the "SOP to DOP bindings" tab, that's where it shows you which simulation "fields" will your "volumes" be combined with
  20. you could always import them into the simulation through 2 different source volume dops, and set volume operation to add
  21. you can use the "create points to represents objects" option on dop import sop you can even get the original simulation by using transform pieces sop and plugging the dop import and original source object into it
  22. Hi, I would like to ask, if it is possible to rotate FLIP container. I know how to do this with Smoke Object using Position DOP, however I am unable to find equivalent of Position Data Path to link it to the FLIP tank. I tried hacking the solver but I am not entirely sure how it initializes everything. Thanks