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Everything posted by chrisdunham95

  1. Flip "depth" water

    I usually have to run a sim like this for a few hundred frames previous, so the build up takes place like it would in real life. OR you could create flip particles from the river bed shape to fill it straight away (flip from object) and then emit flip particles also to get the river flowing correctly. (if you provide your scene file I can provide a quick example inside for you if it helps) Hope this helps, C.
  2. Transfer Volume attributes to Mesh/Points/Prims

    Thanks Jo, that makes way more sense now can see where I'm going wrong!
  3. Hey guys I know this may already have been asked somewhere, but had a real good luck and couldn't find much so my apologies if so! So I have a mesh generated from a volume (convert vdb > convert vdb to polygons) but my (density/temperature/vel etc) attributes get carried over in prim attributes from looking at my geo spreadsheet. I was trying to promote the attributes across so I can then use them to color my mesh, but so far been unsuccessful, if anyone could explain how I would do this and how it works that would be great!
  4. Help - Can't find a thing on internet !

    Heres a link to a thread I know of, of something like your describing personal favourite of mine for the quality / look achieved https://realtimevfx.com/t/anime-manga-stylized-vfx-by-heavy-use-of-geometry/2342
  5. Turn photograph into whispy smoke

    Hey man put together a quick file to explain how I would go about it, pretty simple hope it helps To get the wispy smoke look - you'd need a lot of particles - or drive the particle movement from a smoke simulation for nicer movement particles_from_image.hip
  6. Hey may be worth checking out a lot of the newest games and googling to find some articles, Ghost Recon wildlands used a ton of procedural techniques and I think so did horizon zero dawn!
  7. Connect Adjacent Peices to Polygons

    Hey guys, so I have some points, which I'm then wanting to connect to each other and create a polygon flat mesh from. Using the add sop to begin with but the polygon creation order wasn't correct (I'm sure ive fixed this before using an attribute or defining the polygon order to be drawn OR possible do it better in a wrangle? So if anyone has any tips of that side please say :)) Then I tried connect adjacent pieces which gives me the line'age I want but I just want their to be polygon triangles where the lines are/overlap instead, Can provide an example hip if needed but think someone may know what I need Thanks guys C. [EDIT trying now to manually group every 3 points, add sop per group - seems to be possibly working - and then I can ensure all edges etc are connected with a fuse or even remesh if needed - would still love a answer to the above for future if anyone has any vex tips on how to do it etc. ]
  8. Flip fluid "noise"

    Does it still hold these artefacts when meshed? - meshing may help smooth out and eradicate some of those not natural ripples and lines - (Otherwise I agree as you guys have discussed above!)
  9. Id take a look at ; Theirs some clustering techniques on this thread, and go take a look on the Houdini Go Procedural Vimeo page - their is some videos on Pyro clustering (sourcing and bounds) which should be of use hope this helps Chris.
  10. Delete only column edges after skin SOP and bool

    Would be great to see a detailed breakdown or tutorial in future if you get some time Alexandr, looks like a very nice procedural stadium
  11. Subdivision UV Sculpting?

    If you move your attrib promote to after your subdivide I get cleaner results, but I'm not sure if that's what your after exactly but thought id mention it incase
  12. Bind stamp in to VOPnoise

    Hey Andrej, Take a look at what ive done, think it was what you were after (added a small sticky note with what I added/did also) StampinVop_cd_fix.hip
  13. Bind stamp in to VOPnoise

    If you promote whichever vop parameter your trying to copy stamp, then outside the vop, the parameter will become available and you can place your copy stamp function into it
  14. Scatter points on displaced surface

    Perhaps bring in whatever displacement is happening in your shader into a point vop and applying it to your particles/points position just after scattering perhaps?
  15. Smooth Sop strenght based on Color

    Hello, take a look at my hip file, group based on color then use that group as a selection in the smooth sop odforce_smooth_color.hip
  16. Volume mixing with VolumeVop

    You could also try the 'make_loop' sop which is from the game shelf tools (can also dive inside and see what its doing!)
  17. Meshing Small Splashes

    Yeah I did have a look before creating the thread but thought perhaps newer versions of Houdini may have led people to finding a way round it! I would do but cant share certain files due to project restrictions, but in future I will do thankyou! Ahhhh that is something I hadn't thought off, nice simple possible solution thanks martin!
  18. Meshing Small Splashes

    Helloo, I'm working on some small splashes etc. For a project. And I'm at a point where eradicating mesh jitter is near impossible at the scale/amount of particles I'm using. The splashes are small and need a more chunky look, so I cant just up the resolution particles wise and hope that it meshes better as this completely changes the look. (The look I'm after isn't super high res realistic splashes at all as this is for a texture going into games) Ive tried meshing manually via VBD from particles instead of the default particle fluid surface - VDB from particle fluids - in combination with other vdb operations. Ive also tried point replicating so each point I have is 5 rather than one in the hope it reduces the likelihood of jitter and particles are closer together and theirs a higer count. Ive also tried upto 3 substeps in the base sim in the hope it maybe has more particles between one another. It seems almost silly when I've had the simulation as I've wanted very quickly but cannot get a small splash mesh without jitter. (Even tried motion blur to ease the effect but needs to be very strong to work and then smears the render more than getting rid of jitter) Any tips or ideas on the matter would be great (if I happen to solve it in the meantime ill post a file or at least a good description of how I got their eventually) - I have a feeling it may come down to trying every value possible in the particle fluid surface node or even animating certain parameters in their
  19. Use a Pyro Sim to affect another Pyro Sim

    Yeah I know exactly what you mean, I think that's to do with the velocity perhaps needing some more math to calculate it or something along those line to make it more accurate I usually just compensate by scaling the velocity until I'm content
  20. Use a Pyro Sim to affect another Pyro Sim

    Hey evan, just threw together a quick setup - where I import the vel using a source volume from pyro sim v1 - into pyro sim v2 and if you play the sim youll see the velocity moving v2 into v1's path - simple and basic way I'm sure theirs perhaps more controllable/correct methods but this seems to work odforce_pyro_affect.hip
  21. Destruction Question

    If your going to use the explosion to drive your destruction simulation it would make sense to do that first - but if not then it doesn't really matter its all dependant on the situation personally
  22. White water Foam Stick in air

    I took a quick look, and tried to work out why and couldn't really find an answer . I would simply recommend deleting what you have and using the shelf tool and then go from their (Maybe your missing something very small from the shelf tool setup - but essentially a white-water sim is just a glorified more complex pop sim) - one thing I did notice however, you were sourcing your whitewater particles directly from the cached flip sim, rather than the whitewater source which calculates which particles to keep and emit from, perhaps this is where your downfall is? - I'm sure someone else may have an insight to what is broken in your scene however
  23. Noworries :)! Can you post your hip file perhaps? should be easier to see whats going on! If not no worries and ill have a think and post a reply on that thread if I can come up with anything
  24. Leaf Shader - How to get realistic translucency?

    You could fake it somewhat using subsurface scattering and perhaps some textures map for SSS in order to get the look your after, ive known others to use SSS over translucency in other packages for the desired look
  25. Save spectra I believe saves out the actual geometry of the grid deformed including the deformations in some manner - which is then read into the ocean shader to displace the flat grid - I think this is just two methods for oceans (one with displacement maps directly and one for using geo to displace at render time) - dependant on if you plan on taking the displacement maps elsewhere perhaps? (I could be wrong this is just from what I can see from the shelf tool setup) The fetch is I think trying to ensure the spectra is baked so that regardless of wether you have saved it or not it will do it for you (it should be sourcing by default to the ocean surface/save spectra - node,