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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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    http://www.db-digital.net/

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  • Name
    Danny Barnhart
  1. White dots in render

    Hey everyone! I'm having a weird issue when rendering where, on specific frames, there is consistently solid white dots on the render (in mantra). It isn't like noise, and it only happens on specific frames. It happens on frames 472 and 362 regardless of the camera I use. I've attached images of what I'm experiencing. I tried looking around online and the only thing I found was to try lowering the color limit value, but the issue persisted and clamping that value too much made my renders ugly haha. Any help would be appreciated!
  2. Smoke Solver | Tips and Tricks

    Thanks for sharing these!
  3. flip fluid color and viscosity mix

    Do you want the color to be dependent on the viscosity of the fluid?
  4. Secondary combustion?

    Hello! I am trying to make an effect similar to these references: [link] (time 3:25) [link] I am somewhat new to pyro (but familiar with DOPs for FLIP and RBDs), and I have a simulation that looks like the "first" line of smoke, but I'm not sure how to cause secondary combustion (if that is something you can do?). Based on the reference it seems to work in 3 parts, starting with a stream of smoke, a small plume, and a larger plume. I'm unsure how to cause the simulation to have multiple plumes after the initial combustion, and have control over the size of that combustion. Any advice is welcome!
  5. RBD Fractured Obj with FLIP?

    Hello! I'm doing R&D for a project that will involve and egg breaking, releasing the yolk/white. Right now I'm just trying to get the principles down. I am currently just testing fluid inside an egg (making sure it stays inside when it's supposed to and falls with the egg in gravity) and am having issues with the fluid disappearing or leaking from the egg. I am used to using rbd packed objects for destruction so I started out my workflow with the egg as an rbd packed object, but saw some examples on here that suggested using an rbd fractured object so I have tried that as well. When I use the egg as a packed object, the fluid seems to just slowly disappear over time, and when I use a rbd fractured object the fluid sticks to the eggshell on the second frame and then flies out. I know the eggshell is thin geo for being a collision object (it is accurate to a chicken egg), but even when I thickened the geo I still had fluid disappearing. Any advice regarding using fluid inside rbd objects would be appreciated! egg.zip
  6. Connect Adjacent Points?

    I deleted the same nodes he did, but 16.5 has more nodes and switches than his does in connect adjacent pieces. When I delete the same nodes as him, I do not get the same resulting connections.
  7. Connect Adjacent Points?

    Hello! I am following this guide series on youtube by following along in Houdini as the demo goes by (unfortunately I'm only fluent in English) but there is one part that I think has changed between versions that I can't quite figure out. What he does, and I am trying to do, is he scatters points over the geometry and connects adjacent points using the connect adjacent pieces node. This is being done to create connections for a hard constraint, and it should be creating those connections along the voronoi fracture lines since points scattered there have the least amount of space between them. He also jumps into the connect adjacent pieces node and changes some things that are not in the current version. His results look like this: his adjacent points also seems to remove any other scattered points, as there are 500,000 scattered points in his scene at this point, but this still is while the display flag is on the connect adjacent pieces node, so I assume it is not showing points outside the search radius My results look like this: it appears that the connect adjacent pieces node removes unused points, and when I feed these connections into a hard constraint they do not work Here is the video for reference (link) , the part I'm having trouble with is around 2min in Clarification: I am trying to create hard constraints along voronoi fracture edges (that will break after certain parameters are met) and I'm having trouble defining the connections for the constraints. What I am currently trying is scattering points and using connect adjacent points (as seen in the video) I feel like I'm missing something since there is a version difference. I want to create constraints between points within a search radius, and not have the points outside the radius still showing. I also cannot seem to get the connections from using adjacent points to work as a hard constraint (but when I use pieces from points it works as a constraint). Is there any advice for this? Thank you.
  8. Hope this in the right section, it's a bit of both effects and lighting/shading! I am working on a shot that involves an ocean surface in overcast lighting and I'm really struggling to get it right. I am aiming for something like the attached image but my attempts have come out looking way too glossy/specular by comparison. When I try to push the overcast lighting, I also run in to the problem of the scene really flattening out. How do I keep the detail and contrast in the waves without any bright highlights? I am currently working with mantra but hope to switch to htoa. Thank you!
  9. 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!
  10. 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
  11. 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
  12. 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!
  13. 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.
  14. 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.
  15. 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.
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