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revelationsr

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About revelationsr

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    rev
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    UK

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  1. Oooo that is a very interesting link. I must go through that in detail. There is an interesting idea. Solve the smoke as straight and then deform it. Hmmm. Cheers for that.
  2. Thank you I will have a look when I have a moment. Cheers But if anyone could maybe have a more direct answer that would be awesome. Much love to you bro. I just dont want people to think that this has been solved just yet.
  3. Hi there. I am making a wind tunnle smoke effect. One of those where multi small smoke sources in a line is running over a car. Originally I had a good looking effect with pyro. How ever the director wants a level of control over the shape the smoke makes that pyro simply wont do. So I have built a setup with several curves that the director can tweak and change as much as he likes. That is all working just fine. Then I run several thousand partciles along those curves. With all the attributes one would expect. My problem starts here. I would like to convert those particles into a fog. But I dont know the attributes needed to have control over the resulting fog. Things like. -Importing Alpha from particles. -stacking particles so the fog will be denser in areas where there are more particles. -importing the velocity from the particles for motion blur If you know of a place where I can find these kind of settings. Also any others that might be useful. Please let me know. Cheers
  4. Awesome man! perfect! Cheers for that
  5. Hi there. I have an effect that triggers on a frame. This effect will happen on each primitive. I have an attribute on the primitive that says which frame the effect triggers. My problem is that I dont know how to change that attribute for each Primitive. Right now I have something like this. @effectTrigger = 10; The effect triggers for all primitives on frame 10. What I would like to know how to do is something like this. @effectTigger(PRIM number 0) = 10; @effectTigger(PRIM number 1) = 13; @effectTigger(PRIM number 2) = 23; @effectTigger(PRIM number 3) = 48; Cheers
  6. Hello. I would like to toy around with an idea of moviing partcles, which are repersenting cloud, to move around a sphere. The driving force would be a high and low pressure system. Basically a animated black and white noise. I would like the normal of a point on the sphere to push the particles. I just need to figure out how to get the current point to look at 10 or so of its neighbours and point the normal in the diection of the lowest value of the noise. I am sure I can do this with vops. I just dont know where to start looking. Cheers
  7. Hi. Yes I have tried that. Does not seem to do it.
  8. Hi there. I have a bunch of particles flouting around a forest scene. I am trying to only render out the particles. But the trees seems to always show up in the normal and Zdepth passes. I would like to know how I can render the particles such that they are masked out by the trees but not to then have those tree rendered in any of my passes. Cheers.
  9. Hello there. I am new to houdini and have zero shader building experience. I am trying to build a shader that gives the look of ash on particles. I have a battle field scene with smoke and the likes flowing across it. So the particles needs to have random noise on it. This noise needs to effect the alpha as well. Then needs to fade off as it reaches the edge of the sphere relative to the camera. Cheers
  10. Great thank you
  11. Ok i have found the delay load procedural node. Assign that shader to my object and that seems to speed up the exporting HUGELY! How ever I now dont know how to add the shader I want to my particles because the "material" tab already has a shader on it. Any thoughts?
  12. Hi there. I have a scene with several cached particle systems. When I send the scene off to the farm it creates IFDs. It seems to output the entire cached frame into the IFD. Making it take allot longer. Now my understanding was that checking the "delay load geometry" box in the "load from file" would make the IFD write out just a link to the cached geometry. This does not seem to happen. What am I missing? Cheers
  13. Hi there. I have a scene with several cached particle systems. When I send the scene off to the farm it creates IFDs. It seems to output the entire cached particle system into the IFD. Making it take allot longer. Now my understanding was that checking the "delay load geometry" box in the "load from file" would make the IFD write out just a link to the cached geometry. This does not seem to happen. What am I missing? Cheers
  14. Hello. I am busy setting up the controls on a subnet. There are two things I would like to be able to setup but I cant seem to find the help for it. 1 A ramp. I have a few ramps in my scene and I would like to have them in a custom interbface. I am just not sure what I need to link up and where. 2 Visibility toggle. I would like to be able to change the visibility flag in my setup. So when I press a button on my interface I can then see my setup at different stages. For example. See the points scattered on my object before I copy things to them. So I can better see what they are doing. Cheers
  15. Good day. I am trying to make a space cloud. I was thinking of using particles for this. I have a simulation running which is not looking to bad for a starting point. But I have run into a few issues. Firstly I would like to group particles in the cloud and assign different shaders to them. This seems to not work for me. I assume that all I need to do is add a material node. Add in the groups and point them to a shader. Cleary I must be missing something. Works when I do it to a box. Secondly I would like some of the particles to light up the surrounding particles. This seems to not work. It works when I assign the same shader to a sphere and put it in the particles. But the same shader on the particles does not work. Any ideas? Also if someone has any general advice about doing this, hints and tips to make it look awesome. That would also be helpful. CHeers