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Search the Community: Showing results for tags 'density'.



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Found 13 results

  1. Hi, How can I adjust the density of the flames in a pyro render? Right now, I have smokeless flames, and the flames are not dense enough. You know how you can change the density of the smoke? Cant you do the same thing for the flames? In visualization of the smoke object, I can make the flames appear more dense in the viewport by going to pyro's visualization go to emission then scale it up. You can see the results below. How can I do that in the shader, though? The flames are just to thin and transparent. The only thing I see is the fire intensity scale, but it makes it brighter not more dense. Any suggestions? Thanks
  2. Hello magicians, I saw a great image by Lee Griggs the other day and I tried to replicate, here is the original effect He did it with Arnold (i think in maya), by projecting a texture into a volume density, here is some explanation https://support.solidangle.com/pages/viewpage.action?pageId=55710284 I didnt know how to project a texture into density, so I projected a texture, the deleted by color and converted that into vdb > fog, but that way I don't get any depth, any ideas? I've read about a rest field that does something like UV on volumes but cant figure out how Here are my attempts: Hip file attached, Cheers! volnoise3.hip
  3. Hello,I have 2 questions about the hair:1. When I paint the density attribute the hair guides are reacting based on the vertices, i.e. when I hit only a vertex guides disappear (or appear). It means that with low polygon count I can't avoid stepped guides boundary. But with more subdivisions it is practically impossible to work due to long cooktime after each brush strokeā€¦ How can I deal with the guides between the vertices without increasing subdivision? Attachment below describes it.2. To delete hair guides (for example, for hairline or beardline on the head) I use Length Adjust shelf tool with Target Length value of 0.001 (complete 0 is impossible), but this still leaves hairs roots as dots when rendered. Is there a cleaner way to delete the hair neatly along the boundary?
  4. Hi Guys, I need some expert advice and insights on this project I'm working on. I'm doing some RnD first before moving to bigger scale so I can provide you guys with the HIP file. The objects however (barrels and table pieces) I cannot share with you. But maybe there's something in the dop nodes or solvers that you can spot right away. I'm working on a flood scene where there's a lot of debris and rubble that needs to be transported by the water. Please have a look at the video. The barrels seems to acquire a spin which at one point is out of control! I can imagine this could be the rotational stiffness... but the exploding (and stuck) piece of table is still a mystery at the moment. As you can see I'm also having trouble controlling the buoyancy of the objects in the fluid. Right now I use the density to try and float pieces but it's not entirely working the way I want it. To sum it up: - The wooden planks need to float - barrels need less spin and need to be embedded more in the fluid. - the tables obviously need to stop launching like superman . any advice or tips are greatly appreciated . High-RBD_count-in-fluid-006.hip
  5. Would it be possible to have a sphere primitive or any geometry affect the density of a volume (fade density from 0 to 1) based on distance between the geometry's pivot (or all points) and the volume?
  6. Hello! I'm encountering a little problem with Pyro Fx. When I export a geo file from any fire, the attributes of heat, temperature and fuel look good in the viewport but when I render them, I get a particles cube. It seems that those attributes are not exported in my bgeo files (I tried with Vdb files and got the same result). Is it a bug or is there a step that I missed in the export? Thank you!
  7. Hello! I was working on a basic smoke sim where the smoke was being emitted from animated type-geo. I computed the velocity of the geo with a trail, then plugged that into the fluid source to create the density for the smoke sim. That is all working fine as you can see in the render. However, I'm not happy with how the smoke just appears all at once. In other sims I've used an attribute wrangle to map the density to a ramp and have the density fade in but in this case I want the smoke density only to be generated when the velocity starts to increase. I played around with trying to get the velocity data out of VOPs but I really was just taking stabs in the dark. Any suggestions would be appreciated. smoke_test_v02.mp4 text.abc smoke_density_v01b (1).hipnc
  8. Hello, I'm doing an exercise of the launch of two smoke grenades . My problem arises when once made the simulation I want to save each smoke in a different file to give different shaders . I cant do it because both smokes are in the same "smokeobject1". Each smoke interact with each other. Thanks!
  9. Hi guys, i am struggling with stupid problem, i want to convert my bgeo files to VDB to later render them with arnold. But on convertvdb node i have that density channel is <empty>. I don't know what is wrong with my scene, for test i created same setup flames from the shelf, didn't change anything and it's working. Do you guys have any suggestion? Thanks firenosmoke_v003.hip
  10. I've been getting back into FLIP, and trying to replicate this test done in Naiad a while ago: https://vimeo.com/25020677 Using some POP nodes, I know I'm getting attributes changed on the points properly, but I can't figure out why the solver isn't pulling the higher density particles down under the lower density ones. I even played with @mass, hoping that'd do it, but it doesn't. The POP nodes are affecting the points just fine; when I crank up viscosity/velocity/color, those are set properly. The red points should be rising up, and the teal/blue ones should be sinking since they're heavier: Does anyone have some insight(s) as to why the density isn't making points rise/fall? Thanks! dense_flip_separation.hipnc
  11. I'm trying to create lines in the centre of an object. So I guess the theory is that I need to calculate the density of the object and then create points at the centre of the object that can be connected with a add sop? Here's what I have so far (no VOPSOP added yet) Any ideas? MeshtoLines.hipnc
  12. Hows the DensitytoOpacity node used and why is there always an error when i try to use it? the example file is not very helpful.
  13. Hi everyone I'm using a smoke simulation where a simple source is dripping smoke on a collision box. The collision uses the sourcevolume method, so I have the SDF collision available. I'd like to create an additional field which is nothing else than the result between the multiplication (intersection) between the collision field (after gassdftofog) and the density field. Basically I'd like to use this resulting field into a pyro symulation (a separated sim) as fuel to emit fire. The result would be that some fire emits from the locations of the cube where the smoke is dripping. I used a match field to fill a field "collisioncopy" scalar field, and filling it with the content of the collision sdf after converting it to fog. Then I used a gaslinearcombination with the folliwing calculation collisioncopy=collisioncopy*density The problem i have is that obviously the collision field and the density field are mutually excusive so the result is an empty field. My question is: is there some quick and dirty way to "expand" a certain field by a certain amount of voxels (in the direction of the gradient of its density for instance). This way i would be able to have an overlapping area between my collision field and the density and I could calculate the intersection between them.