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About kashmere

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    Suraj Vadulas
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  1. VEX nearpoint

    Hello OD ones, I am relatively new to vex and houdini but I am going with my guts on this. I want to get the nearpoint P2 on geo2(input1) for every point p1 on geo1(input0). I am doing this in a wrangle node, the wrangle node is in geo1 stream. I have a few restrictions 1) I am running the wrangle on primitives, so I am finding the nearpoint for all the points per primitive, the search is limited to a particular primitive on geo2 that shares a flag with the primitive on geo1. 2)since nearpoint doesn't allow me to make group in geo2(input1) [ or i could have just grouped the points on the specific primitve on geo2 on the run and use the actual 'nearpoint' function over that group]. So using nearpoint is out of question [or is it?] 3) So I wrote the code of how I think nearpoint would work [find distance from P1 to each point on the primitive on geo2, asign it to array and get the minimum value of array and find the ptnum of the point with the min distance value.] 4) but this is taking too long to run since I have hundreds of thousands of primitives to run on, I thought it will be fast but its not, using nearpoint is so much faster even when it runs on the whole geometry of geo2, but that will get me a point from a primitive that doesnt share the same flag which I set for each primitive on geo1. Any improvements to the algorithm or a function which i missed is much appreciated!!!
  2. Render farm

    got it https://www.prorender.de/renderservice-renderserver-rendermodul-renderfarm-online-miete.html [www.prorender.de] Germany, i7 6800k €2.1 https://animarender.com [animarender.com] Russia, $2.83, any number of serverhttp://fox.robust.my/ [fox.robust.my] Malaysia, $3.83https://www.zyncrender.com/ [www.zyncrender.com] USA and Asia Google cloud, $5 for preemptible 8 core virtual machine, only Houdini FX e Indie (?)http://www.myrenderbox.com/ [www.myrenderbox.com] Canada, $7 with Diamond render no waitinghttp://www.gridmarkets.com [www.gridmarkets.com] USA, appear to be the most expensive $7.5 (?)
  3. Render farm

    Hey guys, I am looking for a render farm service that would render Houdini files with mantra render nodes. google is just throwing popular ones at me and none of them support Houdini. Let me know if you have used one or know about one. thanks J
  4. Smoke flickers when thin

    I got it, it was the quantization value in volume compress node, it was too high. thanks for your time.
  5. Smoke flickers when thin

    Hi Ryan, I will attach the hip file to this. - the artifact is appearing when the smoke thins out, sorry for the poor scene setup and camera angle which is giving the illusion that artifact is appearing in dense region. That is why I circled then, the region is the left circle is as thin as the region in the right circle. - the scale of the scene is real world, in meters. disturbance is not very high and It is animated to become 0.05 by 48-60 frames. I will try killing it completely for my next iteration. - I am using shader from my previous project where the explosion was baout a 100 times larger than this one. I have not yet refined it for this project. Shot_02_odforce.hipnc
  6. Smoke flickers when thin

    Yes in render as well. It is a different iteration but the artifact is still there.
  7. Smoke flickers when thin

    This is a WIP, I can't figure out why the smoke starts flickering towards the end when it thinner. any suggestions? A_exposion_03.mov
  8. Fur sim gone wrong?

    Hey guys, I am trying to pick up fur simulation now, have been following the Houdini 16 masterclass, I wanted to try some stuff and started by adding a ground plane inside the simulation ( node generated by the shelf tool) the guide wires are sticking to the ground. you guys know why? I tried making friction 0, dynamic friction scale ( I don't know what it does) but made it 0 anyway. wires.mov Fur_02.hipnc wires.mov
  9. Motion blur on forced matte object

    never mind, i will disabled it on the geo node o nthe pyro and enable in mantra. sorry about that!!!! dumb me.
  10. Hi! My scene has fast moving debris nad slow moving pyro sim. I want motion blur on the fast moving debris and no motion blur on the pyro. but I need to use the debris as forced matte on the pyro. but the debris' mantra node had motion blur on it, where as motion blur is disbled on the pyro's mantra. I want to get themotion blur on the matte without getting motion blur on the pyro. How do I do it?
  11. Demo Reel suggestion

    Thank you guys for the input! love you all.
  12. Demo Reel suggestion

    Hey guys, I am new to houdini and FX, I am preparing my first student FX reel now. I am working on Independence day like shot with alien beam blowing up the Statue of Liberty. One of my tutors have expressed reservations that using statue of liberty for a pyro destruction reel may not be ok for political reasons, even though the aliens are the ones doing it. I want your take on this, all are welcome to give their input. I have attached a flipbook, there is no beam there yet though. full_explosion_v4.mov
  13. Hey guys! I am doing an pyro explosion simulation, I am running the sim in lower resolution so I can iterate faster, I assumed that I can just increase the voxel resolution and get the smaller details to show up!! But when I increase the voxel resolution [ decrease the size from 1 to 0.5] the whole behavior of the simulation changes, it has become smaller in size I had a similar problem when I increased the container size , I just pumped more gas [doubled it] into the container and got a similar result as I wanted, but now I have more than quadrupled the gas output but its not having the same impact. any suggestion on how I should approach this? the lower resolution is where the wave rises taller and higher resolution is where is much shallow