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lavitz01

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About lavitz01

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  • Name Chase

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  1. thank you it works now.
  2. I am not sure what the issue is. I can see the simulation in the viewport but when i go to render, all i can see is a large solid block. I have attacked the project file. Please let me know what my error was so i can fix it. sandstorm_009.hipnc
  3. They are correct. For all fluid simulations you will be using flip fluids that will be contained inside of containers. If you use the slice distribution under the particle fluids you will not be rendering and simulating everything at once but distributed among each of the slices independent of each other. This is primarily used for farm simulations so each computer can do a portion of the sim independent of each other. They are then combined for the end result. If you have the option to distribute the sim among multiple computers, go for it.
  4. you can use houdini engine to send it to max, maya or c4d. you can also export it out as alembic (.abc) and bring it into max that way. The only downside is that any textures made inside of houdini, will be lost. the simulation data is preserved just not textures. THat, you will have to do inside of max's slate material editor
  5. you can use houdini engine or if that doesnt work, then try to export it as an alembic file format. (.abc)
  6. it all depends on how you want to go about it. You can bring the image sequence into a compositing software like AE or Nuke and export it as .MOV or .AVI and then slow it down in an editing package like Premiere, Final Cut Pro or Avid Media Composer. Once there, depending on the package, the process differs. In premiere and Final Cut, you R-click the video in the timeline and select time stretch and you set the new duration or percentage and it will slow down based on the values.
  7. fire by nature is very wispy and chaotic. it dissipates fast and what sort of control are you looking for? Are you expecting to keep the base of the flame attached to the object? Fire naturally emits from its source and dissipates within seconds.A new one is being constantly being emitted and dissipated. all types of flames are different. what type of flame are you going for? a camp fire, a candle, etc . Each one behaves differently but have similar properties.
  8. there are several websites out there that lets you sell your 3d models in various formats. TurboSquid, cgtrader and archive3d for starters. turbosquid is the better known one but it is up to you.
  9. If I recall correctly, you will need to change the values in your particle fluid surface node. I believe the values you need to tweak are voxel scale and influence scale. I increased all of your vales by a factor of (10,5,2.5) and your lava, it needs more tweaking to make it look realistic. particle separation 0.045 voxel scale 0.5 influence scale 7.5 Droplet scale 0.025 PS: you might need to re-cache your surface cache since it overrides all the nodes before it. check out this tutorial. it helped me when I was learning lava. not sure if it was part 1 or part 2 that talked about lava thickness. good luck and id love to see your final product.
  10. If i remember correctly when you send simulation data from Houdini to Maya it converts everything to geo. if you want to make changes you need to make them in houdini and re-send the sim data over. Also you could check the attribute editor to see what values you have control with and maybe check with deformations. that could help you achieve what needed if its nothing major.
  11. you do not need to use displacement. it can be done using it but not needed for most simulations. It all depends on how you have your simulation set up. for the lava sim have you tried to decrease particle separation so they are closer together to make it less liquid like water as you were stating? you can also achieve this through voxel density. if you tell us which nodes you are using or take a screen shot it will help for advising. as for shading if it is a look issue it can be fixed by lighting and texturing correctly. for my lava i used a geo light at an intensity of .5 and emitting a yellow orange color to give the lava look.
  12. I am having a couple issues. One i am unable to get mantra to render a single frame. It tells me i have to delete all of my nodes to render. my second issue is that my shattering glass that i cached out is not showing up when i source it into the file node. Also when i link all 6 furniture files, the debris, bricks and pyro explosions that are pre-cached, Houdini crashes. Please have a look at the scene files and advise. RBD_Destruction_Help_File.hipnc Shattering_Glass_cash_File_Help.hipnc
  13. am having two issues. One i am unable to get mantra to render a single frame. It tells me i have to delete all of my nodes to render. my second issue is that my shattering glass that i cached out is not showing up when i source it into the file node. Please have a look at the scene files and advise. Shattering_Glass_cash_File_Help.hipnc RBD_Destruction_Help_File.hipnc
  14. I am having two issues. One i am unable to get mantra to render a single frame. It tells me i have to delete all of my nodes to render. my second issue is that my shattering glass that i cached out is not showing up when i source it into the file node. Please have a look at the scene files and advise. Shattering_Glass_cash_File_Help.hipnc RBD_Destruction_Help_File.hipnc
  15. I am having two issues here. One, I am unable to figure out how to cool down the system so that when the lava hits an object it begins to cool down. My second issue is how do i make the particles smaller? right now i have large balls that are fairly visible when the lava hits the rock surface. Please advise how i can fix these issues. Thank you for your time and consideration. lava_smoothing_004.hipnc