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Jesper Rahlff

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About Jesper Rahlff

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    Peon
  • Birthday 10/03/1988

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  • Website URL https://www.artstation.com/artist/rahlff
  • Skype Rahlff21

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  • Name Jesper
  • Location Vancouver

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  1. create a simple smoke simulation first, use a popnet and Advect particles from volume. put a trail sop on that. from there convert into geo.
  2. put this solution in a Sop solver in your dopnet, and that way it would evaluate this setup every frame and remove unwanted density.
  3. here is a quick one. frustrum_example.hip
  4. I had to do this just a few days ago and the way I approached it worked smoothly. I converted my cached geo to an VDB SDF, and read that into my dopnet with a staticobject node with deforming geometry ticked on, using volume collision with my SDF as a proxy volume.
  5. can you reupload your scene but with the layout geometry node in there? currently your object merge node in the mouth geometry node is not referencing anything.
  6. The problem is that you are using your particles as a source without caching them out first. It is very good practice to always cache out your source (you can choose to do that after the source volume, or before the source volume). Your particles are previous frame dependent. every frame affects the next frame and so on. When Houdini is loading your source into your smoke sim, it does not have that information. Caching out your source fixed the issue. debug_shockwave1.hip
  7. I am not sure I understand exactly the problem Jingaa? Looking through your scene, your object merge in bottle1 is not referencing anything existing in the scene. Also your collision geo seems to be waay bigger scale than your fluid (bottle_for_water) is this on purpose? Anyway if I redirect your merge in bottle1 to Coca_cola_bottle and then run your fluid sim (with the major scale difference) your fluid is colliding just fine. Bottle_Filling_changed.hip
  8. you could try to emit smoke at first from the sword, when you are happy with the organic look, then use the Advect From Volume node in a particle (pop) network. that way your particles inherit the motion from the smoke and get that organic look.
  9. Solved the problem with a point cloud lookup
  10. here is a quick example file of my setup. example.hip
  11. I think you are pretty close. As Atom suggested I would try to slow it down, so it looks a lot bigger. Also you might want to try to add a lot of detail to the smoke, and breaking up those mushroom clouds. I would suggest you look at the gas disturb micro solver. That can help you with the mushrooms.
  12. Hey Guys. Quick question. I have a volume that I am applying a cloud noise to, and I want the amplitude of that noise to be driven by an age attribute. my steps so far. - create points with age attribute - copy spheres onto the points - convert to a VDB fog - apply cloudnoise How do I get my age attribute from my points into effect on a volume driving the amp of my noise? Cheers
  13. How about you create some points from a volume of the extended area and merge those points with your flip points and then mesh them afterwards?
  14. Watch the tutorial on CMIVFX about Fractals and clouds. The guy is showing exactly what you are looking for.
  15. You are absolutely right, that approach works. I did not think of that. This ended up being the method I used for the shot Nice approach. I was not familiar with the Transform pieces sop. That sop actually does what I tried to do manually in vops . I will definately have this approach in mind for something a bit more complex than what I am during now. For now DcHow1992 approach worked smoothly for what I needed. Overall thanks for your feedback guys.