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Found 6 results

  1. Hi guys, I've already posted this on FB group with no answear so you're my last hope. I have a problem with normals demonstrated in the video, basically object animated on a curve and aligned to the curves tangents hits a geo and gets stuck in it but it doesn't rotate along with it. So basically the question is how can i match the movement of normals of the object beign hit and hitting so that it rotates properly? Here is simplified .hip: link
  2. Combine VDB vectors

    Hi, I was wondering if anyone knows any method to combine velocity vectors of x number of VDBs with an average operation. With VDBCombine SOP either Add or Maximum operation will not give me the correct result because the add will put one vector on top of the other and the maximum will just keep the vector with the greater length. I can produce average using a volume wrangler and the avg() vex function but then I am limited to 4 volumes. cheers, C
  3. vdb combine within ForEach loop

    hi guys , i have a question of vdb combine within ForEach loop i have few boxes which are being converted to cloud volume and for that i am using for each to simplify the process . but after for each there are multiple vdbs being generated which i want to combine to a single vdb density volume is there a ways to do this within the for each loop which will help a lot as i am not able to figure that out and i am doing the vdb combine manually right now? i have attached my example file to have a look also . thanks in advance VdbCombineINForEach.hipnc
  4. Layering Normal Maps

    Hi guys, I've been trying to layer 2 normal maps inside one shader and I can't quite figure out what is the right way of blending them. I tried mixing them, adding them, multiplying and subtracting the difference but I can't get them to look correct. As a reference I combined the 2 normal maps in Photoshop by overlaying the red and green channels and multiplying the blue one and I still couldn't get it to match in Mantra. In my file you can see that I have the displacement texture nodes and I'm plugging them into the baseN, and then you can compare it with the displacement texture that is already loading the layered normal from Photoshop. The only way I found of doing this in Houdini is going inside the displacement texture node and doing the same I did with Photoshop combining the RGB channels right before they go into the Displacement node and the normals are calculated. The problem is that it's not a very elegant solution, and I also have the problem that I can't do this with a bump and a normal, so I'm trying to figure out how I can layer the normals themselves, not the textures with the color data. How can I blend 2 normal maps together, or 1 normal map and a bump map? Is there any way of doing this manipulating the normals or will I always have to resort to blending the RGB channels and then getting the value of the normals? Here are the renders showing the difference between the layered normals in Photoshop and the one where I add the normals together: Here is the file with the textures. layerNormalMaps.zip Cheers and happy new year!
  5. Points as force in RBD

    Hello, My name is Atilla. I'm a new member of this forum and also new in Houdini. I wanted to introduce myself as it is my first post here. I made a pop sop which includes some particles spawned from a sphere and gave them an outward velocity. Now what I'm trying to do is using them in a basic rbd setup containing a ball and drive the ball with those particles like it's exploding. I've searched the forum but because I'm new I think I coudn't even search for what I was looking for . Can anyone show me a way to do so. Thanks;
  6. VDB issues

    Hi there! I'm currently working with VDB tools (for my project) which I'm quite new to and I'm trying to make an object rise from a fluid similar to Peter Claes' "Jam" project. But at the moment, I'm having a few problems. When converting one of my objects to VDB, the whole object is not completely showing when I combine it with another object. The second issue is that, well at the moment it looks like it's coming out of the fluid, but I want to get it more realistic. The fluid is honey so I'm not sure how to add in viscosity for example. The scene file is attached. Any help would be much appreciated! Thanks. I'm not sure why the scene file isn't being attached but there are a couple of pictures if that might help.
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