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jamesr

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About jamesr

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    James
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  1. workflow for flip fluid sim/mesh/render

    Yup! They've got some example scene files you can download, too.
  2. Ramping into a group in POPS

    Try using a fit() function to remap the age, then scale the force itself by that. Should be possible in the VEXPression section of your POP Force. You don't even need to put the particles in a group (unless you want to). float newage = fit(@age, 1.5, 3, 0,10); force *= newage; This will ramp the force from 0 - 10 as the particle goes from age 1.5 - 3. Before that, the force is 0. Same can be done with "amp" in the noise section.
  3. You could copy/paste it into an empty houdini scene, then open that and copy/paste. Or simpler you just make the shop into an HDA and save it someplace and load it in.
  4. Ash and Disintegrate in Houdini

    I haven't watched it, but check out Peter Quint's peeling tutorial. It looks like a similar effect for the ashy part. You could probably get similar motion if you emit smoke from your object (sphere or what have you), shape the look with some initial velocity/forces, and advect the points through the volume. Search "advect points through volume" to get some info on that. Also, look into voronoi fracturing to get a pattern for the pieces to break into, VOPs and various types of noise to break up straight edges and for shading (need to know vops for everything!), and maybe the wire solver (or maybe springs) to give the pieces some organic feel. If you're getting started, check out Matt Estela's page http://www.tokeru.com/cgwiki/?title=Houdini It's an amazing wiki with a lot of the best info and links for learning houdini. Good Luck!
  5. workflow for flip fluid sim/mesh/render

    That looks correct. You can leave "load from disk on" even if there's nothing on disk. It will error at first bc there's nothing there, then it will write and load from that location.
  6. workflow for flip fluid sim/mesh/render

    That's the standard workflow using the shelf tools, which should be just fine. If you want to go straight from sim --> rendered frames overnight, you can set up a dependency of fetch nodes inside a ropnet. A "Fetch" ROP simply looks for a "ROP Output Driver" to render. If you have multiple fetch nodes piped into a "merge" ROP, it will render them in order left to right. I would suggest: Make 2 Fetch ROPs and 1 Mantra ROP, and a Merge. Name them something useful (ie: "fetch_flip_particles", "fetch_surface", etc) In the first Fetch, click the dropdown and navigate to the filecache node that write the flip particles. Inside that, there's an Output Driver called "render". Select that one. In the second Fetch, do the same, but for the flip surface cache. Configure your desired mantra render settings in the Mantra ROP From left to right, wire the nodes particles, surface, render. Order counts! On the merge node, hit the Render flag button on the right. Important! There's an option that says "Frame by Frame". You will want to change this to "node by node", so that each node is dependent upon the one to the left of it to finish before it can start. Grab a beer, have a nap, and return in a few hours to comp your frames! You can do this with any cache that depends on another to be finished in order to produce desired results. I hope this helps.
  7. Hey I know you were hoping for a scene file earlier, so here is one I made for you. I hope this helps/is what you're after. sourcevolume_collisions_for_tagosaku.hiplc
  8. @tagosaku You say it's like it's not colliding at all right? But you can see collision geo when you enable the guide on the FLIP Object? Is your sourcevolume DOP wired into "sourcing"? If so, try switching it to the third input, "Volume Velocity". I'm unable to send a scene atm.
  9. If using a VDB surface with the Source Volume DOP for collisions, you need to switch the "Source Volume" Parameter from 1 to -1
  10. Advecting Pyro with Object (Help)

    Have you tried doing a Trail SOP on the skull, converting to VDB w/velocity and sourcing in DOPs with a 'Source Volume" set to collision?
  11. Animate pScale of flip overtime?

    *= is a shorter way of saying @pscale = @pscale * 0.99; The wrangle evaluates at every timestep, so each time it does, it makes pscale be only 99% of what it was on the previous time step. That will make it get closer and closer to zero.
  12. Try: npoints(opinputpath(".", 0))
  13. Solver SOP and substeps

    should be on that last line @Cd.x *= decay_val * @TimeInc;
  14. pop gravity node

    I'm not sure I fully understand your intent, but you could try grouping whatever spray particles you have, and adding a POP Force on just that group, or set a rule in the VEXPression section of a POP Force to single out the particles acting as spray by some attribute or another.
  15. Solver SOP and substeps

    You need to multiply decal_val * @TimeInc to make sure that substeps are being taken into account, or else it will evaluate that every timestep and will decay much faster the more substeps you add.
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