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.

Flamingburrit008

Members
  • Content count

    8
  • Joined

  • Last visited

Everything posted by Flamingburrit008

  1. Hello everyone, Is it possible to export a Houdini created rig into Maya for animation? I spent some time searching for an answer to this, but I couldn't really find anything. The main reason that I ask this, is because I am planning to work on a small project with an animator friend of mine and she only knows Maya. I've been looking into Houdini's rigging tools a lot lately and am very impressed with its capabilities! While I do have a basic understanding of Maya and its rigging toolset, I would much rather use Houdini if at all possible. Would exporting a Houdini rig for this kind of thing is doable? If so could you point me in the right direction to learn how the process might work? Thank you in advance for any help that anyone might be able to give me.
  2. Aw, That's unfortunate Looks like I'll be heading back to Maya. Thank you both very much for the replys though! Sebkaine, just out of curiosity, why is that engine not an option for smaller projects?
  3. Hello everyone, I'm trying for the second time now to learn how to create pyro effects in Houdini. I gave myself a project that seemed fairly simple (a grease fire)... but once again I feel hopelessly stuck. For some reason I just don't seem to be getting it. I've gone through every free tutorial that I could find... least three times. While I feel like I have a decent understanding of what each parameter does and how it works, I just cant seem to get the hang of how to use them together to create a decent effect. I chose to do a grease fire because it seemed relatively simple and because I was able to find a lot of reference videos to study. But for the life of me, I just cant seem to get anything close to the look down. It kinda feels like I'm missing something obvious... I've always been the type that was unable to see the forest for the trees. I've included a file of one of my many attempts. Also, this is one of the videos that I've been referencing a lot. https://youtu.be/pEVl8R9Q9EM I'm not trying to create a fireball type of look (not yet at least), just a pan of flaming grease. Thank you for any help that you can give me. grease_fire_wop.hipnc
  4. Ok, I think that I'm starting to get it a bit more now. Thank you both very much for the help!
  5. Hello everyone. I've been attempting to wrap my head around the pyro solver for awhile now and I am having some difficulty. Two settings in particular (cooling rate and flame height) have left me feeling a bit confused. As far as I can tell, both settings affect how quickly the flames cool off. However, I cant seem to figure out why I would want to use one over the other. I've searched various forums and read the documentation, but I still cant seem to find a clear answer. Aside from the adjustable ramp in the flame height, is there a major difference between these two settings? If so, In what type of circumstance would I want to use one over the other? Thank you for any help you can give me.
  6. Hello, I’m a fairly new to Houdini and even newer to flip fluids and am running into a major problems I’m trying to simulate a glass spilling wine on the ground. Unfortunatly, no matter what I do I can’t seem to make this look right. When the fluid hits the ground, the particles just keeps moving and expanding out into the distance. I’ve tried adjusting the stick on collision parameters, but that makes the liquid stick inside the glass itself a little too much. I’ve been searching for awhile now, but I can’t seem to find a solution to this problem. How should I go about dealing with this?
  7. Hello everyone. I've been trying to wrap my head around vex and vops lately and got stuck on the topic of using point clouds with while loops. The first thing that I tried experimenting with was creating colored spots on a grid. This was fairly easy to do in wrangle node, but I can't seem to recreate the same setup in Vops. I know I could easily create the same effect using a pcfilter node, but the main reason I am doing this test is to try and understand loops in vops. I've attached a file with my successful version with the wrangle node and my broken version with the vop node. Could anyone point me in the right direction on this? Thank you. whileLoop_vops.hipnc
  8. Thank you for the reply! I tried raising the friction for my collision object, and that seemed to help a little bit. However, in order to get my liquid to stay put I had to raise the value pretty high, much higher than it would be in real life (a smooth wood floor). Additionally, I imagine that I'm going to run into problems If I ever want to have other objects interact with this floor. I suppose I could use separate collision geometry with high friction for all of my liquids to interact with, but it seems a bit more like a hack. Most of the tutorials I have watched seem to recommend keeping physics as realistic as possible (at least for beginners like me). I've also tried raising the friction on the liquid itself, but that ends up looking really really weird. I kind of feel like I'm going about this the wrong way. I did do a little bit of research on fluids in general, and am wondering if I should try adding some viscosity instead? wine_test02.hipnc