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ejr32123

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Everything posted by ejr32123

  1. Fast Moving Pyro Source Causes Flames to Die

    thanks!! I will take a look at this!!!
  2. Hey! Question about fast moving pyro sources. I included a scene which is similar to my actual scene. I have an object from which I want fire to emit. However, when the object starts to move quickly, the flames practically die until the source comes to a stop again. This seems realistic, like if you move a match really quickly. However, that is not what I want to happen. I still want fire even when the source is moving quickly. What can I do to fix this? Emit more fuel when the source is moving quickly? Should I link velocity to the scale of the fuel source? Is there a better way? Also, turning on fuel advection helps slightly. Any help would be appreciated. Thanks fastpyro.hipnc
  3. Fast Moving Pyro Source Causes Flames to Die

    Yea, but enabling the trail sop "hides" the problem more than fixes it. Also I want the flames to go up not gain velocity from source.
  4. Fast Moving Pyro Source Causes Flames to Die

    My real scene(not the attached scene) already has my source with motion trails. Thats not my problem. edit: To clarify, if instead I use the billowy cloud preset, if works perfectly fine. Smoke is emitted perfectly. The problem seems to be with the combustion. Only have the problem with fire.
  5. Fast Moving Pyro Source Causes Flames to Die

    Kinda why I posted : ). I didn't see anything. The only thing I saw that is similar are these two, but they are not my problem. If you found results can you link me? I already tried adding motion blur to my source. Did not help.
  6. Jitter based on age

    That is what I initially did, I did not like how the it was looking : ( I did get something decent looking tho : )
  7. Hey all: I have a particle simulation with particles shooting outward from the origin. I am using the particle replicate to emit particles from particles. Here is the problem, I want the particles close together at the top but further away toward the bottom like the photos shown below. My Idea was to do a point jitter based of the age of the particle, so that new particles will have no jitter while old particles will have jitter. Would it be possible to accomplish that using vex in an attribute wrangle? Or could it been done in a point VOP with a slider to adjust jitter by age? Or is there a better way to have the older particles move out further outward? than using point jitter? explosion001.hipnc
  8. Rendering IFD files

    I finally got it working!! I had to open the directory in the command prompt then run >>>>>for %i in (*.*) do mantra -f %i<<<<< it looked like this: cd /path/ for %i in (*.*) do mantra -f %i
  9. Hi, How do you render a IFD file in the mantra node? I know how to create it by enabling disk file in the driver. Once the IFD is created what do I do? I am trying to render to disk. I read the manual and I did not really see how to render and IFD in mantra node. Thanks, Evan
  10. Rendering IFD files

    Alright, thanks for the help!!!!!
  11. Rendering IFD files

    All I am trying to do is manually send my render to multiple computers. Where I go to school, I am the only person that uses houdini, so we only have two licenses, which comes with 20 mantra tokens. If I render the IFDs using command line, I can render on multiple computers (up to 20) at once. I can't just go to each computer and open houdini and start the render, because I only have two licenses. Even if I use render to disk in background, it still uses my non-commercial license, which means I would only be able to have two computer rendering at once. After I contacted sidefx, they said "To avoid Houdini holding a license while rendering, the proper procedure is to render the ifd to disk and the submit the written ifd to mantra." So that is what I am trying to do. edit[we are using windows 10]
  12. Rendering IFD files

    I got it working, thanks!. One question still, if I want to render 30 frames, when I create my IFD file would I type ocean.$F.ifd? Or are all frames contained in one IFD file?
  13. Rendering IFD files

    How does that work? How does "mantra.exe -f ifdfile.ifd" work? How does that tell where my IFD file is located?
  14. Rendering IFD files

    Ok, I see how to open the command line tools, but what do I do from there? I watched a few tutorial, but nothing seemed to make sense. What is the first step after opening the command line tools? Also, does it use my mantra node's render settings? Or do I manually have to input the settings? How do I point to the idf file I created? Thanks
  15. Make individual object not receive shadows

    I did that but it didn't work
  16. How can I make one object not receive shadows? I am using a shadow matte material on the ground to occlude some geometry. The problem is I only want the shadow matte to occlude some geometry, not occlude and receive shadow. In maya there is a setting called receive shadow. How can I do that?
  17. in my actual scene the shattered peices are emitting smoke. I do not care about collisions.
  18. When ever I dive into my dop network, this weird piece of geometry shows. I have no idea what it is or why it's there. You can see in the second picture I hid everything but it still shows. The last picture is what happens when I try deleting it. It doesn't show when I exit the dop network. What can cause this? It happens when ever you add a pyro solver to a rdb simulation. In my included file, go into the dop network and you will see the same problem. The last photo is what it should look like. Thanks why.hipnc
  19. That makes sense. If you use a fractured object instead of packed object, that weird geo doesn't show.
  20. How can the lump be the rbd object? Turn on display geometry on the RDB packed object, and you will see the correct sphere show and shatter. The reason that I turned off display geometry is so you can see it the lumpy mess behind it. Everything works fine, its just that weird geo shows.
  21. Delete by Volume

    I believe I figured it out. I just create my sphere, plug it into slot 1, and then do the delete by volume in sop solver.
  22. Delete by Volume

    Hey! I have a sphere, then delete by volume. I have the bounding volume animated. Here is the problem: once the primitive leaves the volume it reappears. How can I keep it permanently deleted, even if the volume leaves that primitive? Thanks delete_volume.hipnc
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