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About tagosaku

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    tagosaku sky
  1. David, thank you for the detail information and I also learned how to use principlecore node, instead of principle shader.
  2. I guess you made those nodes and principleCORE in a material builder. In stead of your idea, I was trying to say to combine/mix existing shaders and AOVs under matnet level. Probably my logic won't work..
  3. snow effects with POP grains

    Yeah, I already tweaked a static threshold and scale kinetic. These parameters reduce particle's expansion and push-away. However, it causes more #3's problem, springy and rebounce motion. #2 and #3 problems conflict each other to fix the both.
  4. snow effects with POP grains

    hi, I try to make snow effect with grain solver, started from wet sand shell, wetness=1, and changed clump stiffness to 100. After tweaking around parameters, I got 3 main problems. 1 – how to add friction to static object? I set friction 10, bounce 0 , but particle is still sliding a lot. 2 – When dynamic object collide grain particle, it pushes away too much, but should not influence to surrounding particles. I think constrain pushes away in order to keep space between particles. 3 – particle motion is kind of springy or bouncy. Snow should damp velocity immediately. I guess I need to figure out how to control compression or density of particles by grain's internal constraint?! If anyone knows solutions, it would be great, thanks! grainSnow_v01.hip
  5. David, >>creating your nodes inside materialbuilder VOP for convenient aov workflow. Yes, that's what I plan to do. >>second - I think you never have to unlock the shader to build aovs (at least I've never had to). No. Create, for instance, principledshader, or pyroshader. It's locked. Then I wish to create AOVs not-inside of these shaders.
  6. Since new shading system matnetwork came out, do we a method to add AOVs without unlock a default shader, but can create it with combining a kind of layer-shader? If this is possible, it's so easy to add AOVs and no need to unlock shader could save file size, too. For instance, create a material builder and add AOVs like a particle RGB_mask in there, and create a sort of layer-combine shader, then connect the material builder shader and a principle shader into it, then output it to mantra.
  7. Hi, I downloaded the file. I think coding is very hardcore, so will take dummy way. Thank you, Master!!
  8. use sourceVolume node as collsion for flip and pyro sim

    Jamesr, I had not been checking this thread, sorry. But yes, I downloaded your hip file and understood input slot well. Thank you so much!!
  9. When creating subnet and putting strings, I want to create auto string's selection like a attached picture. How can I do it for group, primitive, and volume names?
  10. Hi, I have a question about popAdvectByVolume in popSim. There is a option parameters > update velocity and velocity blend. Instead of blend, I want to add two popAdvectByVolumes, but I have no idea how to use popVop as first picture shows As second picture, I tried to set first popAdvectByVolume as velocity update, and set second one as force update. I was thining two combined vels = vel + force But it's not working exactly. Does anyone have idea how to set up vopPop? thanks!
  11. use sourceVolume node as collsion for flip and pyro sim

    To jamesr, Yes, I did. That's why I can see correct collsion shape in visualizer. Hopefully someone provides me a collision sample file of either flip or pyro sim...
  12. use sourceVolume node as collsion for flip and pyro sim

    hi, Peon Do you mean VDB surface won't work as collision with sourceVolume node? I tried pyro sim and FLIP sim with sourceVolume node using as static collsion, and I clearly see collision shape by FLIP/pyro object > Guides > visualization > collision, but it's not colliding very well. I guess a visualizer shows the exact collision shape but actual collision sim does not happen.
  13. hi, I tried to use sourceVolume node as dynamics collision. So far, I tried the both of FLIP sim and pyro sim and can see a little bit influence, but it's almost not colliding at all. For instance with FLIP sim, I set: 1 - source volume > initialize > collision. 2 - check binding is correct. 3 - FLIP object > Guides > visualization > collision. I can confirm collision exists in viewpoint. The result looks almost zero collision. I knew this method is not accurate compared to staticObject method, but I could ignore a little lower precision. In fact, it's absolutely NOT acceptable result. On the other hands, when using staticObject, it always works perfect. Is this the exact reason that people combine to use staticObject node for collsionSurface and sourceVolume to add collsionVelocity? In conclusion, Have anyone succeed to use volumeSource as dynamicCollsion? What's differences of colliding mechanism between staticObject and sourceVolume?
  14. hi, I have a question about pyroshader in houdini16. There are fire shading and smoke shading parameters separately. That's why I was thinking we could control alpha of fire and smoke separately, too. However, when I change general > smoke > Density Scale value, it influences to fire alpha, too. Then if I set the density scale to zero, actually fire alpha also becomes zero although fire's RGB shows red-yellow color. Thus questions are: 1 - what's the reason/concept we don't have a separate "fire density(alpha) scale" parameter? (Of course, we can separate fire and smoke by AOV with smoke_mask and fire_mask.) 2 - Let's say I need to create a custom shader for it. What kinds of two volume fields should I use for fire and smoke's alphas? Also, inside of pyroshader, there is a pyroshadercore node, which is an essential node but cannot be unlocked.
  15. apply boolean twice problem

    it sounds boolean node is really designed to use once. Thanks for your tip. I will check it out!