Jump to content

cobrax

Members
  • Content count

    9
  • Joined

  • Last visited

Community Reputation

2 Neutral

About cobrax

  • Rank
    Peon

Personal Information

  • Name
    Xavier
  1. Hi everyone, I am trying to understand how to get a volume to render properly. In the attached example I have a volume parented at the SOP level to a translating geometry, rendered from a translating camera. Motion Blur on geometry that drive the volume is inexistant as the translation is the same as the camera's, which is fine. However why the volume is blurred I don't know how to fix. Would you guys have an idea please? Here is the file. Cheers! mBlurTest_v001_t02.hip
  2. FX TD - Double Negative TV - London

    Hi Alejandro! Thank you for your question. Unfortunately the position is not available for remote work. Hope this helps, Best, Xavier.
  3. Hi everyone, Double Negative TV London is looking for FX TDs! You will be working on TV series for Netflix, Marvel, HBO and Amazon and for which you will create various types of FX. Contract length is mid to long term, FX TDs of all level are welcome. Please fill in the form on the following link to apply: https://selecthr.accessacloud.com/HR20153/rEcruit/Recruitment/VacancyDetails.aspx?VacNo=4212
  4. Hi all, I am trying to "localise" a flying plane that is exploding in mid air. Basically stop it from translating, keep its rotations and still have the debris flying in the air when exploding so that I can sim fire on the debris without having the crazy speed of the plane translation. That plane is a cache I import in my scene. I am trying to do things with the "Extract Transform" Object node but I don't get the right result an dI think that it is majorly due to the fact that "Extract Transform" works with objects transformed at SOP level, which my plane is not as it is cached. Basically in short. Translating Exploding Plane> Freeze/Extract Translations Exploding plane> Apply Extracted translations to Cached Fluid simulation. Would you guys have an idea on how to go about that? I am not good with Matrix/Quaternions at all... Thank you very much Xavier.
  5. Huge object and fluid scale

    Hey Farmield, So in the end I have simmed my explosion on my 5km wide object. The size of the explosion is like 300 meters accross and it actually behaved well. The only thing was to find the sweet spot for a few parameters, as you would normally for any sim, but it was in high numbers because of the scale. Other than that all went well
  6. Huge object and fluid scale

    Ahah you did do the joke in the end Nukemap is scary, I had nevery heard of it, but it is very informative, thanks for that More or less my explosions needs to be between 1km and 250m I would say. But at that scale it might need a fair amount of frame to develop. I need to get the timing, detail, evolution right to get the sense of scale. I don't how I am going to tackle it yet, still pondering.
  7. Huge object and fluid scale

    Hey thanks for your reply Farmfield Who does yo-mama-so-fat-jokes anymore The object is actually 5000 units (I mistyped), so 5km in diameter, but the biggest explosion on it will probably be 1km. From tests I ran at 1km, 100m, 10m, 1m scales it seems the fluid solver is doing its job properly so far by just hitting the shelf tool. Are you able to explain why might go wrong if I sim at the real scale? Thank you very much Xavier
  8. Huge object and fluid scale

    Hello guys, I have an object that is 50 000 units wide. I am using H15 and I was thinking of dividing its size by 1000, so as to get pyro to solve properly but I thought I read that this only was an issue in previous houdini versions to 13. What are your takes on the subject? Thanks a lot Xavier.
  9. Corona Render

    Hello Gui, For volumes here is what I found from what I have tested. When using PBR it seemed that Min/Max Ray Samples, Noise Level, do not change anything. What you want to use is: Sphere Lights: they are the quickest, around 10% faster than Point lights for the same visual result. Volume Quality: do not go smaller than the div size of your volume. Shadow Quality: you can have it at 0.5 Transparent Samples: it gets rid of a fair amount of the dots (salt & pepper) if you bring it from 1 to 2. Above 2 it gets costly for not a big change in my case. Pixel Samples: This is where it will start to get quite costly. I tested with 2x2, 3x3, 4x4, 5x5. 4x4 seemed to be a good compromise. Also, for motion factor I didn't see any change switching the value from 0 to 1, but maybe I didn't have enough motion in my render as it seems to be triggered when the object is traveling more than 16 pixels within the frame. I hope this helps. Also I see that Jeff is using the "Ray-Level" image plane to see the amount of rays that have hit the surface, this is really cool I had no idea about that. I found that there was a "Volume Ray-Level" expecting it to work in the same way the "Ray-level" one but I wasn't able to have it working. Is anyone using it? And how do you use it please? Thank you Xavier
×