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Everything posted by Skybar

  1. I've been meaning to look into realtime effects, from a houdini perspective, but I don't quite know where to get started. Destructions for example, how do I get that into the game engine? Just caching out an alembic is probably a no go with its unique geometry per frame - so I'm thinking maybe bones or something? And explosions/fires etc, is rendering sprites still the go-to method there? This tutorial is pretty much what I can find, and it seems pretty subpar. And the stuff from SESI and Gametutor is mostly about assets and not really any FX. Are there any good resources for this, or any pointers how to get started?
  2. The video says Houdini so yes, it is clearly possible. He even says in the comments how he did it, so yeah there you go.
  3. Yeah ok that I can understand. Maybe using $FF is used so rarely it doesnt really warrant its own solution. But fact is its still annoying
  4. Maybe try grains with constraints.
  5. Sure but thats not what I'm asking. If you have a sequence like: file.1.bgeo, file.1.5.bgeo, file.2.bgeo, file.2.5.bgeo - it wont interpret that as $FF, but it will make multiple sequences like file.1.$F.bgeo and file.2.$F.bgeo. But I want the whole thing to be file.$FF.bgeo. I'm doing this very rarely, but when I do its always annoying.
  6. It shows up like file.1.$F.bgeo, when it should be 1.2, file.$FF.bgeo. In other words I get tons of small $F sequences instead of one $FF - so you cant just select it without modifying the path afterwards.
  7. It happens to me all the time in soplevel though, and sometimes it's hard to know which node is stuck. But yes I've also noticed this seems to help.
  8. Pop Spin doesnt rotate the normals, it rotates the particles orient attribute. So turn on "display particle origins" in the viewport and you can see that yes, they do spin around the axis you specified - in this case Y.
  9. Depends what direction you want to go, you can script as much or as little as you want. Vex and houdini expressions usually come with the territory when learning and working with houdini. It might be worth looking into that a bit more if you are interested. Although python can be powerful, it is very rarely that I wish I knew it. Maybe once every few months I go "damn this would be easy in python". But I'd rather spend my time elsewhere because I dont particularily like coding. If all you know/want to know is some expressions and vops - you dont really need more if you feel comfortable. A few of the best FX artists I know are more artistic in nature and dont know much scripting at all. But the opposite is true as well, of course. Do you like coding? By all means go ahead, it will be fun. If you dont, dont worry and go make cool stuff all the same. It all comes down to doing what you like and giving it your best.
  10. Make $FF show up properly for sequences with substeps in file dialogs.
  11. http://www.sidefx.com/docs/houdini/nodes/dop/staticsolver
  12. No need for loops and stuff. Take one VDB and put it in the first input, merge all the others and put it in the second input. On the VDB Combine choose "Flatten All B into A" and choose the appropriate operation, like SDF Union for sdfs.
  13. You can create custom visualizers if you press D in the viewport -> Visualizers -> click the +.
  14. If you are using the default setup, it will use the surface field as well to fill in. Thats probably what you are seeing.
  15. Enable "Keep in Bounding Regions" and select Bounding Object in the menu.
  16. That sounds interesting :). I'd have to do some tests as well, cheers!
  17. Has anyone used the new VDB Points yet? Have you found any benefit in using it somewhere along your workflow? I'm not really sure what to make of it yet, when/how/if to use it
  18. Switch to "Smooth Shaded" instead of "Smooth Wire Shaded" in the viewport. edit: Also, that is the bounds of a volume - so it's not just a random box, it has a purpose.
  19. Ah I see, thanks! So there's no real benefit for us mortals to use? I was thinking like using it to store on disk, for rendering, or something along those lines when you are "done" and don't need to change anything.
  20. The geo should have a 'path' attribute when you first import it into houdini (if you are using alembic). Make sure they have the same when you export it back, and use the "build hierarchy from attr" on the alembic rop.
  21. Easiest is probably to use the Dop Import Fields SOP, and set the preset to Flip Fluid.
  22. How are you importing the particles from the Dopnet? Create a simple flip setup from the shelf to see the workflow and do the same.
  23. You don't have to use foreach at all. See post here by Mawi:
  24. Bullet uses convex collision representations by default. In this case you should change the bowl to concave.
  25. The old mantrasurface is called Classic Shader now. So go to /mat, press tab and search for classic.