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Adam Ferestad

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Adam Ferestad last won the day on May 16 2012

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About Adam Ferestad

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  • Birthday 02/04/1985

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  1. I am trying to generate a field to control the light intensity of a volume light, and I'm having a little trouble figuring out how to go about it. I started off trying to take over emission properties on a material, but that didn't seem to be getting me anywhere, so I switched to trying to directly control the light_intensity parameter on the light. I know this should be possible, but the how is escaping me. I can always control the intensity based on color values, by setting them so the magnitude is over 1, but that feels very hacky and hasn't returned the results I would like. I want to be able to keep the color value and light intensity as independent as I can. Obviously I know I can't make a black smoke glow brightly, but I should be able to have white smoke that is lit up by the colored lit up volume. volumeLightFromField.hip
  2. Transferring attributes from particles to volumes?

    Thanks, I will take a look at them now. Yeah, the extra OTLs are for cloud farm use, makes it a lot easier to cache those vel fields and stuff when i can have 30 computers doing it at once. Hopefully I can see what's going on in these and stop banging my head against the wall with them.
  3. Transferring attributes from particles to volumes?

    I had done that to try to get it working, I had temperature there before and it didn't do anything. Trying it now to see if it will work. Also, that doesn't explain why the velocity field isn't populating. Or did it work from the Volume from Attrib? *edit* Yeah, I just fixed the names to all match and I still get a volume with a field size of [0 0 0], which means it isn't populating, on both the Volume Rasterize Points and the Volume from Attrib. I have to be missing something else.
  4. I am trying to get some temperature data that I have calculated on the output of a particle simulation to make it work with the pyro shader, but I can't seem to get it to transfer. I am using Volume Rasterize Points to get the particles into being a volume, which is working really well, but I can't seem to get anything but the density field filled. The node supposedly takes point attributes and fills a volume field with the data if it exists as both a field and a point attribute, which these do, but I keep coming up with empty fields. Failing that, I tried to brute force them over using Volume from Attribute, which I had successfully used elsewhere in the scene, but to no avail. Still giving me empty fields. This has started to become quite vexing, as I think it should be working how I have it setup, and it isn't. particleTest1.hip
  5. Advecting POPs with a Velocity Field???

    THANKS!!! that worked perfectly. Luckily I have access to a simulation farm, so I don't really mind it taking so long to look the way I want.
  6. I am trying to do a sort of Sci-Fi explosion, still deciding on the story behind it, but I know the look I am going for. I want to have an energy core going critical with energy masses spinning around it as if following magnetic field lines. I finally got my field lines working right and got them into a vel field, but now I can't figure out how to cause it to animate the particles. I plan to generally control the animation from this velocity field, so it is really important that I actually get it working. Any suggestions? I have attached the R&D file I am working with so you can see where I am with all of it. particleTest1.hip
  7. Purple parameter?

    ah, ok... that explains it. Thanks!
  8. Purple parameter?

    I am working with an asset that I purchased on Orbolt that looks like it was made in a previous version of Houdini to 16 and it has something weird going on which I don't know how to recreate. I am seeing a purple parm on a group node (old version) and I have no idea what that color means. A quick look reveals that $N should be the number of points-1, but the variable does not seem to be defined on the new node. I can get around it, but what does purple mean?
  9. Wrangle Node Recursion Substitute

    I saw someone mention the Solver SOP, but wouldn't that defeat the purpose of doing this in VEX and eliminate the parallel implementation that VEX brings? I also remember reading that Hscript supports it, as does Python, but do they support the parallel computing like VEX?
  10. Wrangle Node Recursion Substitute

    Ok, so I trying to work up some tests on sorting methods in Houdini and the one that I am playing with right now is supposed to parallelize well and I really want to test it using VEX, but apparently snippets don't currently support recursive algorithms. This is unfortunate because from what I have seen, several of the methods I want to play with are based on recursives and that basically knocks all of them out unless I can come up with an iterative method of implementing them. I am working on a Merge Sort found here: https://en.wikipedia.org/wiki/Merge_sort#Top-down_implementation, though looking at the code for the bottom up method reveals that it does not contain any recursion, so I will try to get that one up and running, though the problem remains what ways you all use to get around recursion with iteration for VEX snippets. I want to get some practice with fractal geometry, and those are basically all recursive, so it is going to become important soon.
  11. Differential curve growth

    That I am! This was my final for Deborah Fowler's 721 class. I am actually graduating in a couple days.
  12. Differential curve growth

    Honestly, I have no idea why it does that, but I figured out how to work with it, so I was able to use it. The only part that should be animating the growth motion. What I am animating over the whole thing is just the final multiplication for the force, but when it approaches 0 it begins contracting. I didn't change the system itself from the previous file I posted, so maybe you can figure out what is doing it in there. Please share if you figure it out.
  13. Differential curve growth

    I have made another one for my final in my Procedural Modeling and Animation class... Let me know what you think.
  14. Sinkhole with dirt on top

    Jim, Oh, that is actually fairly straight forward. Here is a quick setup. popFromPointsExample.hipnc
  15. Sinkhole with dirt on top

    My personal favorite way of placing points like you are describing is to use a points from volume. Just pass a closed mesh or volume to it and it will fill it with an array of ordered points. If you need to randomize their positions, you can use the jitter in the node or a point wrangle to add noise to the positions in a more controlled way. So basically you just make box that is over your fractured geometry, then convert the volume of said box to points. I would assume that you would just pass the points to whatever solver you need. I have not used the sand solver enough to be able to give you a good work flow with it just yet, but I would be really interested to see what you come up with. Also, are you looking into using Pyro to make the dust clouds? A friend and I came up with an interesting way of controlling pyro vortexes which I have been itching to use to drive some particles with.