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Gavin

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About Gavin

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    Gavin
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  1. Arnold Hqueue

    It's a good simple setup. I was able to get this rendering on my hqueue with only a couple changes. Are you getting any specific errors when you try this? The only change I had to make on my system was to add the environment variables for htoa to my path and houdini_path, otherwise my hqueue doesn't know where arnold is to load it. There are other ways to set these variables though, so whether or not you need them here will depend on your setup. I should also mention that when I opened your set up the extension and image format were set to different things. If these don't match then your system wont be able to open the file once its rendered.
  2. Hey Attila. The difference you were seeing is because the fluid source node has noise turned on. Which means that even thought your spheres are the same, because you apply the noise after you will get two different source volumes. If you want to get them to be closer to identical then you will need to mirror them after your create your density and then mix the volumes back together.
  3. Pyro Solver - cooling Rate vs Flame Height

    To go into a bit more detail here. The cooling rate is a multiplication that is being done to the Temperature * ( (1/cooling_rate)*(e^timestep) ). You can see the setup for this on the "cool_gas" node inside of a pyro solver's smoke solver. Flame height, or "cooldown_time" which is it's parameter name, has different ways of being calculated based on whether or not you have "Cooling field" enabled on your Flames tab. If "Cooling field" is off then the "age_our_old_heat" node will do a straight subtraction from the Heat field, heat-((1/cooldown_time)*timestep). If "Cooling field" is on then the "age_heat_measured" node will clamp whatever your control field is (Temperature by default) between 0 and 1 and do heat - ( (1/cooldown_time)*timestep*clamped_control_field ) Check the attached images if you want to investigate some more for yourself.
  4. Arnold Hqueue

    Hey Sherif, It's completely possible to use Arnold to render with hqueue. If you tell me a bit about your how you're doing your setup, or drop a hip file in here that I can look at, then I can see if I can help you sort this out.
  5. houdini ocean slow down

    You should be able to accomplish what you're looking for in houdini if you just drop in a timewarp node after your color node. Set the input range to your timeline length and the second number on your output range to something much bigger. In your case something like 600 would work.
  6. Small detail in fog simulation

    I haven't looked at your file, but based on your reference you seem to be trying to achieve the look done here. http://pepefx.blogspot.ca/2016/04/cigarette-smoke.html Take a scroll down to the bottom of the page and you can see the finished effect as well as a hip file for guidance.
  7. Your Emission Type on your Pop Source is set to "Scatter on Surfaces". Which means it's not using the actual points of your sphere, it's scattering randomly placed points onto the surface of your sphere and doing an average on the attributes from the spheres nearby points. Thus your attributes are no longer unique. Change your emission type to either "Points" or "All Points" and you'll be all set.
  8. Pre-Roll Pyro Sim

    Joe's solution should work assuming your fire source isn't animated and you're not interacting with anything animated throughout the sim. Your easiest option is to set your dop start frame to a negative number, like -24, to get your preroll. Another route would be to save out .sim files until you get a fire look that you like, and then you can use that sim file as your "Initial State" for your dop network.
  9. It could be. It seems to be creating degenerate geo in some cases, which causes the polyfill to error out. If it helps, I got much better results out of the boolean node. I don't know how the speed stacks up against the intersection analysis sop, but it's certainly faster that going through a for each. SlicerH16.002.hipnc
  10. Copy To Points problem

    My preferred way of doing something like this is the polyframe node. Just swap the "Tangent Name" to up and you're good to go. Also unless you're carrying through a specific attribute then you probably want to turn off "Copy Point Attributes" in your copy sop.
  11. Exported geometry

    Based on the image on the right it looks like your normals are inverted on part of your geo. Likely from doing a negative extrusion or scale. Is this originally a Houdini geo though, these images look like Maya and Zbrush? Do you have a hip file we could look at?
  12. Parameter every specified number of frames?

    If you haven't already then its a good idea to check out the expression cookbook for a starting point. If you just open the houdini help browser and look for "expression cookbook" it should pop up. You can also read through the "expression functions" list if you just want an idea of whats possible. Good luck!
  13. Parameter every specified number of frames?

    Hey Nathan, You can get this fairly easily with an expression like ceil($F/8) ceil will round up the fraction to the next integer, and since we divide by 8 here it will change every 8 frames. You could put this this expression in your timeshift or you could remove your timeshift altogether and just put the expression in your seed. Hope this helps.
  14. One way would be to group the patches coming out of your polyfill, and then delete everything outside of the patches group.
  15. I almost always stay away from concave objects. They just have too many issues for my liking. I'm also not sure why you want too solve this kind of motion with collision objects as opposed to constraints, but that is up to your discretion. With that said you can get better results in this case by moving to RBD and using volume collision. Also the clasps on the briefcase are very thin, so I broke them into their own collision objects. Scene attached. Briefcase2.hipnc
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