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shawn_kearney

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About shawn_kearney

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  • Name Shawn

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  1. Just to clarify, I do not mean to imply there is anything wrong with tutorials. But I think it's better to watch a tutorial with a specific problem in mind than to replicate what the tutorial is doing verbatim. At the Blender community we get a lot of people with zero experience at all with 3D and there is this sort of trap that we see happen a lot where people kind of get it in their heads that if they watch enough tutorials they'll be able to do anything. A much more valuable approach would be to watch tutorials that relate to something you're doing and apply what you've learned. This is why I really like entagma because what they offer feels more applicable to a broad range of problems.
  2. I am also new to Houdini. My approach is pretty much thinking of vfx problems and trying to find a good way to solve them. My university program does not support Houdini, so I have been doing it all on my own as independent study. Last semester I did four assets that represent Fire, Earth, Wind and Water. But pretty much the way I learn is to think "how would I achieve this?" if the answer is not immediately clear, I just set out to do it. Right now I am looking at how to drive rigid simulations directly using pyro. From there I have a bunch of other questions that need to be answered: how do I apply the pyro velocity to to RBD or FEM? If RBD or FEM the better choice? How do I get better results out of VDB Fracture? What is the best approach to creating a crater from an explosion? Answering these questions goes on to finding more interesting effects. For example, in trying to get the crater to work I discovered a way to simulate burning away/melting geometry that is extremely efficient and this weird effect where a fire burns downward, boring a tunnel as it goes - as well as the original problem of creating a crater left over by the explosion. For me anyway, solving my own problems from the start using as few tutorials as possible is much more beneficial.
  3. Does OP need 32bit fields for this application? Converting to 16bit using the Primitive SOP will dramatically decrease disk write. Just don't know if you need the precision for advection?
  4. @marty being that I can't even figure out how to get animation into FEM I doubt I'll be figuring this one out ... though I do have an idea. Point me in the right direction and I'll give it a try.
  5. Well if it doesn't that would sure put a damper on car crashes! I figured there must have been something I wasn't seeing being that you folks who have been using Houdini for years are complaining about this.
  6. @loudsubs Forgive me if I am being a noob amongst experts, I'm assuming that you do know about setting the rest position to the current position in order to get FEM deformations to stick? If not, take a look at the SOP solver is the file below. The file is from just mucking around, its a total mess, So if you have any questions feel free to ask. @dent is a custom attribute. Being that getting deformations to stick like this is so trivial I'm not sure why plastic deformation is not just included as a parameter. You can also use Lerp() to get weird melty effects. Barrel.zip
  7. Often when I need to set an attribute by the shape of another object I do so with a point cloud and then transfer a color component to the target attribute. It works and there are a lot of tutorials that do it this way, I was thinking though that the attribute from volume sop would also work. Assuming that volume resolution and point density were similar, is one any less costly that the other?
  8. How do I get an arbitrary field into the Gas Damp DOP to use as a mask? I have a scalar volume called "damp" but I cannot figure out how to use it. I can use the existing pyro fields without any problem, but my custom 'damp' is no where to be found no matter what I try.
  9. Just be aware that the orientation is calculated completely wrong. You'll want to use the orient vop node iirc.
  10. cool thanks!
  11. It would be really nice if cloud noise could do something like this: This person's solution works extremely well and is computationally inexpensive, but it's pretty substantial to set up from scratch. BTW - if anyone knows if this person is on OdForce, I'd like to get in touch with him/her as for some reason Vimeo's message service doesn't seem to work right for me at the moment.
  12. I'm having loads of issues in controlling whitewater. It seems that no matter what I try, I'm getting loads too much of it. I have decreased pscale, but it just seems to always take over my waterscapes. It doesn't ever seem to dissapate like I expect it should. I've even adjusted the life parameter and scaled particles relative to their age. But nothing seems to work, everything comes out crazy sudsy and as such takes forever to render. How can I get subtle surface foam effects and not a sudsy mess?
  13. int n = 50 ; //start counting from frame# i@a = (int)max(0,@Frame-n) ;
  14. As a student I kind of feel liek I have to learn linux, at least as an end-user. So I went in head first and deleted my windows partion completely so I wouldn't fall back on it. I think that's the only way to really learn it, otherwise I'd just boot back into Windows when it get tough. But if I weren't learning, I doubt I'd switch at all. And #$%&ing pulseaudio! I really wish that they'd just use jack instead. It's SO much more robust and reliable and doesn't get in the way of everything.
  15. Cool, I'll check it out. Like you I've seen improvements on Linux I had not seen previously using Windows, but in my experience it was pretty substantial. While your core speed is faster, I do have more threads (I think FLIP is multi-threaded?) and your GPU should be substantially faster than my M4000, so I'm a little surprised you're not seeing the openCL performance that I am. It will be interesting to see how Quadro compares against high-end GTX for FLIP. Does anyone know if FLIP is calculated at single or double-point precision?