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db.digital

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About db.digital

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    Peon
  • Birthday December 24

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    Danny Barnhart
  1. Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget). Any help would be appreciated, thank you!
  2. Sourcing whitewater from points

    Oh I see! Is there a way to reference the surface mesh without VDBs? I've been having issues with converting it to VDBs for some reason. Any ideas on why? I've attached my updated file. Thank you! whitewaterupdate.zip
  3. Sourcing whitewater from points

    I think I'm following what you're doing, but I'm having trouble applying it to what's in my scene. I've attached a hip file because I'm not quite sure how to describe what I'm trying to do. I have isolated points over a deformed grid to be used as whitewater (and the reason I'm not using the standard ocean displacement is due to the hda I'm using) Thank you! whitewater.zip
  4. Sourcing whitewater from points

    Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim: I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver? Thank you!
  5. VDB scaled up?

    Apologies for the late reply! I do think the scale of the object is being affected by my deformer, I didn't realize how this would affect VDBs down the line. Thank you for the insight! I've got some ideas for work-arounds for it now.
  6. VDB scaled up?

    Thank you for the reply! My apologies if I wasn't very clear. The problem isn't the level of detail in the voxels, but the overall scale. In the second screenshot, the light grey plane is the geometry I'm trying to get voxel information from. As you can see, the resulting voxels are overall scaled way up compared to my original geo.
  7. VDB scaled up?

    Hello! I'm doing some R&D and am hoping to convert my polygon mesh to a vdb to be referenced elsewhere in my project. When I preview the vdb, however, it is scaled much larger than I expected and I'm not really sure what to make of it. Any help would be appreciated! I've attached screenshots, the first is the geometry, and the second is the resulting voxels.
  8. Integrating Deformer to Hero Wave

    Hello! I've posted questions for help developing my wave deformer tool before, and with the release of Houdini 16 a lot of possibilities have opened up! I was wondering if anyone had some ideas on how to integrate deformed geometry in to the new hero wave system? My wave deformer tool deforms a grid in to a wave shape, but causes the foam details to stretch across it unnaturally. I'd love to be able to draw from the nice foam created by the hero waves in H16. The reason I'm not just using the hero waves is because I am using it for a large tidal wave, and raising a curve in the hero waves to make it a tall wave results in a very unrealistic wave shape. Here's a video of my deformer that shows what I'm describing: Any advice is much appreciated!
  9. Make Lava "Die" Over Time

    Thank you! Exactly what I needed
  10. Make Lava "Die" Over Time

    Hello! I am working with a team and we are trying to add a sort of "death rate" to the lava solver. This would make it so it would disappear over time. Is there a way to have a lava sim do this? Thank you!
  11. Running a fluid sim over geometry

    Definitely excited for the new ocean tools in 16! Currently working on a project with a deadline though, so I'm doing my best to get by with 15.5 for now.
  12. Running a fluid sim over geometry

    Hello! I was wondering if anyone knows a way to run a flip simulation over specific geometry. The closest visual reference I can think of would be the workflow from Moana. Would you have to turn the geometry in to a fluid object, or is there some way to have the simulation run on top of the geometry?
  13. ocean displacement with deformed geometry

    Oh, thank you! I was able to allow the permissions. Your suggestion is definitely getting me much closer, I will still probably have to still make a SOP (would love to get to see João's!) to get it perfect, but this is great! Thank you very much for your help.
  14. ocean displacement with deformed geometry

    Thank you for your responses! James - I don't believe I have permissions to change anything inside of the bake_maps, is this because I have the Apprentice version or is that something I can switch off elsewhere? João - I would definitely be interested in seeing your SOP/scene file if that is alright! Thank you again for your help, this is definitely helping me go in the right direction!
  15. ocean displacement with deformed geometry

    Thank you for your response! I've tried a couple workflows. One was creating my own grid, adding my hda deformer, then ocean evaluate, then the ocean shaders. The one in my provided file in my original post is where I used the shelf tool for ocean waves, and placed my hda after the generated grid. I did run tests with preview grid, but I am looking for a solution that incorporates my hda deformation with the displacement generated by the shader (using the node marked 'render' generated by the shelf tool). I apologize if I was not clear enough by what I meant by deformed grid! I am referring to the grid being deformed by my hda. A better explanation of it is here. I have also attached an image for visual reference of what I am trying to accomplish.
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