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nicoladanese

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Everything posted by nicoladanese

  1. hey Jesper/Diego thanks for the multiple suggestions, for my specific case I ended up using multiple boxes as sink volume to remove density!
  2. Hey! I'm trying to cull out voxels that are out of the camera frustum (plus a little bit more for shadows sake) to save simulation time and increase details where needed, I found some examples for particles but nothing for volumes / pyro any help would be really appreciated! cheers
  3. hey Jesper thanks for your reply, I had a look at your example, but it seems to me like this solution is good for rendering, but not for simming. I think I need something that lives inside the DOP of my pyro, maybe a hack on the Gas Resize Fluid Dynamic operator to cull the density fiels where I don't need it
  4. great! thanks again very appreciated!
  5. Hey all! I'm doing a pyro sim of a wheel burnout for a car drift, at the moment I'm emitting from the tyre, but I'd like to emit more from specific area (see attached image) , I mean I'd like to control more the areas of emission, considering the fact that obviously the tyre is rotating... any idea/suggestion ? cheers!
  6. in fact using a group node and the box as bounding box for the group solved the issue! thanks again for your suggestion! Now one good thing to add would be a blur so the emission density fade out instead of being high or low...
  7. Hey Dominik! thanks for your reply, your hip file is absolutely clear! only problem is I'm getting a bunch of error when I open it, and as a result it's only reading the low emission value. I suppose the issue is in the groupCombine as I have 0 points in "more" group, so no points are emitting more density P.S. I'm using H 15.5
  8. Hey I'm wondering if there's a way of preventing houdini to go back to frame 1 when I interrupt a flipbook, I quite often launch flipbook to check sims and then stop to look at the sim from different perspective. I know I can write the cache but if there's a setting to avoid that it would be great I think... cheers
  9. Hey All! I'm trying to write out some vdb caches from a pyro sim. As long as I plug the DOP Import into a VDB convert and then into a file everything looks great and I get my density for render. Problem is, now I want to write out velocities of the volume so I can later import it in a fresh scene to advect some particles. I can't find a way to enable the DOP import to get the velocity, so I'm plugging the DOP I/O which has all the field I need. BUT the cache is getting much much heavier in terms of disk space. I am writing out 4 scalar fields (density vel.x vel.y and vel.z) so I'm expecting the cache to be roughly 4 times bigger, but in my case frame 10 was around 2 Mb and now is 240 Mb any one with some ideas? Thanks in advance! here some screens of how I'm setting this
  10. Hey Gavin, you mean to get the velocity grid only where I have density above 0? any idea how to achieve that?
  11. Hi Anthony, thanks for your reply! you were right, the voxels for vel are basically filling up the bounding box of the volume in a few frames (I guess the reasons are collisions with geos) , while the density is very limited (I've attached 2 images for comparison) Now I'm looking for a reasonable way of getting the velocity info without filling up the disks! I guess I can VDBresample vel field before writing it out to maybe a 10 times lower resolution field grid so I get the velocities I need , although I'm not getting the fine details...