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Fireandsmoke

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Everything posted by Fireandsmoke

  1. Hi, I'm using redshift to render a camera moving through some clouds (static). The clouds are imported with a File node, as they were previously cooked out to disk. The volume is a reasonable resolution (vdbs are around 300mb each and Im loading 2 of them). I import the clouds with separate File nodes, and render using one RS light. The render itself is fast but at the start of every frame, it goes through a "extracting object/...filepath.vdb" process which lasts for > 10 minutes per frame before each frame renders. What is happening here and is there a way I can reduce this time? Also tried loading .bgeos and have the same problem. Cheers for any advice
  2. Great Tip, thank you! Agreed that a custom color to stand out would be very helpful.
  3. I've been doing some basic playing with particles by turning a grid into particles with some wind and curve forces. I like the look where I set the pscale to very small and push the count into the millions. But I find that particularly around the edges of the particle system it looks very flickery and noisy when rendered. I've been rendering in Mantra with fairly default settings, and usually 3*3 samples. I understand that my particles are probably only one pixel in size each and there is plenty of movement in my system, but wondering if there are any tips on making the particles look more cohesive as a whole rather than so noisy. Thanks for any advice
  4. Ink FX

    Thanks again Valdez, that explanation makes sense. What I was wondering though is in Eetu's .hip, how did he match color to ID because he did not do the same method as you suggest. He did not enable ID in the attributeCopy Dop, Attribute to Match. How else was it done?? I went through his project file many times but couldn't work it out.
  5. I have temporary access to a computer on loan which I'd like to run the second seat of the Indie License on. But I want to know if I'll be able to remove the license and transfer it onto a different machine once I have to give the loaner back. Anybody tried this yet and know if it's possible? Thanks
  6. Ink FX

    yes! Thank you that worked! Thank you so much Valdez, your help is greatly appreciated. The reason I did not find this is because eetu's project does not contain this setting. So Im curious how is he matching those IDs?
  7. Ink FX

    Thanks for the reply Valdez, I've just spent another hour combing through eetus hip, inside the attributefrommap SOP and then inside the VOP SOP, comparing to mine and cannot see where or how this matching ID exists. Would you mind kindly explain the steps precisely in this part? What do I need to do to match by ID? Thank you so much for your help, sorry for being so ignorant
  8. Ink FX

    For such a simple little effect this is giving me no end of headaches as a newb. I have tried to copy eetus example in making my own, but getting this problem where the texture scrambles after a few seconds. Any ideas? I'm lost!
  9. Ink FX

    Ah I've worked this out, I had removed the Bypass on the FluidCompress. Why was the fluidcompress bypassed?
  10. Ink FX

    Thanks eetu and vhalldez. Im opening Eetu's .hip but not seeing the colored image in the liquid, and wondering what is wrong.. I'm noticing that at the particlefluidsurface node the geo spreadsheet is showing the Cd attributes to all be at 1.0. Shouldn't the values from the attribute copy prior be transferring thru to this node?
  11. Liquify paint effect

    Very helpful, thankyou Atom!
  12. Liquify paint effect

    Hi, I'm fairly new still to Houdini and was wondering if someone might be able to give me a nudge in the right direction as to how to approach an effect. I want to try to liquify a painting as it hits an object, such as a groundplane, splashing apart into its various colors. At the moment I've been trying the FLIP path, creating a thin box and turning into a FLIP object, removing default water shader and then using a Attributes from Map node at the end of the flip sim to apply colors from a map of the painting to the points. This seems to work ok, the painting maintains a recognisable image as it splashes apart. But to get the painting to appear at a high enough resolution I have to push the point count quite high. I would prefer to be able to use an actual hi res texture map and keep the splash geometry reasonable. Can this be done? Or can you think of an altogether more sensible approach? The other thing this method does not currently achieve is any kind of separation or blending of colors, it simply pulls apart and warps the existing map. I acknowledge this would probably be a separate process applied to the painting texture, but would be interested to know if there's any cops nodes which might help with this warping/bleeding of colors in a 2D image. Sorry bit of a rambling question, but curious to hear any thoughts on any aspect of it, Much appreciated
  13. Liquify paint effect

    I found this topic https://www.sidefx.com/forum/topic/28148/ from 2013 in which Peter Quint states that there is no simple way to approach this, do we know if this has changed in the last 5 years? The reference video provides a great example of the kind of effect I'm trying to achieve..
  14. Turn photograph into whispy smoke

    Thanks a lot Chris, that really helped me out. It was the attribute from map node which gave me the missing link. Cheers!
  15. Turn photograph into whispy smoke

    Hi, I'm fairly new to Houdini and was wondering if anybody can recommend a tutorial which could get me on my way creating an animated effect which dissolves a photo mapped to a grid into whispy smoke or ink. Something like the image in the attached video. Or alternatively could suggest a basic workflow just to get me started. Thanks kindly for the advice.
  16. Hi, I'm fairly newb so excuse if this is a dumb question. I'm wanting to copy, for example, boxes onto the points of a grid using a copy stamp. It seems that the boxes are centrally aligned with the point on the grid. But what if I want the boxes to be copied so that they sit with their base aligned to the point, rather than their centre. If I add a transform to the box to adjust its pivot to its base, this does not seem to effect how it is copied to the grid. That is a simple example, but the basic question is just how do I affect an objects pivot so that this carries through to the way it will be aligned to points on a copystamp. Thanks for the advice
  17. Pivot point of copied object (Copy Stamp)

    Thanks for that, I see. So to clarify, it appears that the copy stamp uses origin in world space (0,0,0) as the pivot point for the copied object, and that rather than changing the objects local pivot point, we need to move the object around in relation to (0,0,0). Does that sound correct? Cheers
  18. Hi, Im very much new to Houdini, loving it, though frustrating at time. I've spent hours going through docs and vids, but am stumped on the following, any help much appreciated. I have a pyro sim and spent the last day using the DOP I/O to save out a very detailed .bgeo (some of the frames are around 7GB, so I'm assuming there is room for my workflow to improveme ha..) If I check "Load from disk" and load this geo into the DOP I/O inside pyro_import, I find that every time I go to move the timeline, it still wants to cook the whole timeline from frame 0. I thought that by saving the geo to disk I would avoid this?? The pyro is the only thing in my scene, so there is nothing else in my timeline which requires cooking. What am I doing wrong here? Thanks kindly for your help
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