Jump to content

benne5

Members
  • Content count

    49
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    1

benne5 last won the day on September 20 2017

benne5 had the most liked content!

Community Reputation

8 Neutral

About benne5

  • Rank
    Peon

Personal Information

  • Name
    Matthew
  1. Small Pyro Source

    If scale is a problem you can scale up everything to do your sim. I also recommend having a look at this http://pepefx.blogspot.com/2016/04/cigarette-smoke.html
  2. Mesh Trail Clothlike Effect

    Check out Peter Quints Turbulent trails tutorial. https://sites.google.com/site/pqhoudinitutorial/
  3. Hi Vincent, This is something I run into at every studio I've worked at. It is a challenge to transfer sets between packages. Oftentimes sets were not built with ease of transfer or destructibility in mind. Alembic only handles geometry so it will not transfer over textures/shaders. .FBX export will transfer over the shaders/vertex info. But more, likely, than not, an entire set will not look as desired upon import. I've found that the most reliable method is to export .fbx into Houdini. Then do an object merge into a new geometry node of each essential part of the set(and only what you need as there could potentially be hundreds of pieces). Then at some point prior to export reassign each shader name to its corresponding piece. Additionally, if you are going to be destroying or changing your set geometry it is helpful to keep in mind that the voronoi fracture HDA can create inside and outside groups which you can later use to assign shaders to the inside or outside pieces. Good Luck!
  4. Your scene scale was enormous. I scaled down your input down by 100. After bringing them out of dops I scaled them back up to their original scale. It now works with 5 or 10 in sizey See attached file. bullet_updated.hipnc
  5. snow falling from tree branch

    Yes, this also looks like a great method. Especially if you want to break apart based on attributes. But if you don't need to show that kind of fidelity. A quick and dirty way to show this is to simulated packed rigid bodies and emit a bunch of particles either from a source of your choosing or the simulated pieces. Add some noise to the particles to give it a wispy motion. And then if you want a variation of smaller pieces beyond the varying particle size you can instance or copy stamp small chunks onto a some of the particles. Finally, add a decent snow shader applied to the rigid body and instanced/copy stamped pieces. Good luck
  6. snow falling from tree branch

    I suggest 3 different passes for the falling snow. 1) Break up your snow by fracturing chunks and simulating some of them. Some can remain behind. 2) Emit lots of particles with a bit of noise applied to them. 3) Instance or copy stamp some snow-like chunks onto a portion of the particles. You can cull a bunch of them out from your previously used particles pass. Then composite them together. Or if you wish you could have them all interact with each other in dops. Good Luck!
  7. Looping Fluid Simulation

    Use the make loop shelf button found on the games shelf. Set your start and end frames of the part you would like to loop and pick the number of loops.
  8. Motion Vector

    Thanks for your response Michael. I had the "Double Apply Motion Vectors set to false" instead of true. I am getting some feedback now.
  9. Motion Vector

    I've been testing out the motion vector technique described here https://www.sidefx.com/tutorials/create-motion-vectors-for-time-warping-image-sequences and here https://vimeo.com/228233111. I am working with sprite sheets which are 8X8 (64 images, resolution 1024x1024). In his presentation Michael mentioned that 1/framerate should give a reasonable number for the motion vector intensity. My current settings are: number of rows = 8 number of colums = 8 motion vector = 1/framerate I am having difficulty determining what values to put in these remaining parameters. time_multiplier = default? min? max? Phase to Debug = default? min? max? Any help would be much appreciated. Thanks.
  10. I would also add that if you decide to adjust your substeps on the pyro solver you can also adjust your CFL condition. Higher values will allow the volume to go through more voxels while lower values will limit the voxels it can go through.
  11. Fire Sim

    increase your timescale on your dopnet or your pyrosolver.
  12. There are many ways to achieve this. The simpliest and quickest response I can give would be to direct you the the RBD PACKED OBJECT AnimatedObjects example found in the help docs. (See attached .hip file) animated_objects.hip
  13. Extracting Keyframes from simulation

    If you want to just to tweak the motion of a few hero pieces which are packed prims I suggest caching your simulation using a file node. Then unpack the simulation and delete all except pieces you would like to alter. When you are done altering the motion merge it with your orginial simulation (with the altered peices deleted). See attached image. Alternatively, you could export it suing the rbd_to_fbx export found on the new games shelf. Bring the outputed .fbx into whatever program desired and alter the animation on any given piece
  14. I don't have the ability to look at your files at moment. But any time there is difficulty with things falling through each other this usually has to do with the collision geo. Try visualizing the bullet guide geo of each of your components and make sure that is is an accurate representation of the shape.
  15. Magic explosion

    Might want to check out this thread https://www.sidefx.com/forum/topic/21000/
×