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



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Found 5 results

  1. Hey guys, So I saw this series of photographs by an artist called Marcel Christ and wanted to produce a similar effect. Here is a reference image: I have been trying for the past few nights and wasn't able to get anywhere close to this look. There is a lot of detail once the smoke leaves the source and I wasn't able to replicate that. Is it a matter of having a lot higher resolution? Here is a render of what I have now: Current file: 0018_od.hip Also there is a test on Vimeo by Jeong Yeon Son that looks great: I don't get how to produce so much density from these seemingly small sources (the density seems to increase after it left the source..) I'm going to continue working on this and try different things, if anyone can take a look at my current file or has an idea I would love to hear it! Cheers H H X
  2. Hello community, I'm trying to figure out how to get this effect, im pretty new to houdini and my thoughts are with some noise and displace along normals, I played a lot with vopsd and solver but I cant get the shapes and amount of detail, could this detail be done in mantra? (just wondering, I would prefer to do it just in sops) Here is the video (min 7:39) Any tip on how to achieve this kind of pattern/displace will be great, thanks!
  3. Hey guys, I'm trying to add detail to some ripped paper mesh. This is the kind of detail i'm trying to achieve: I almost achieved it using this workflow: EDIT: THIS WORKFLOW DOESN'T WORK AT ALL (it sucks btw ) 1 - Give the paper (grid) a little thickness using a PolyExtrude 2 - Get the PolyExtrude's Side Group and apply a new PolyExtrude on it 3 - Get the new PolyExtrude's Front Group and add displacement on it (usign attribute vop) This would totally work if the paper kept it's thickness. Here's what I need: http://imgur.com/kbonbMT and here's what happens: http://imgur.com/grzS4FT I'd really apreciate if you guys have a better idea on how to proceed, even with a totally different workflow File is attached in case someone would like to have a look Thank you, Alvaro paper boards v1a.rar
  4. Hi all! I know this question has been asked and answered but I don't really seem to be able to make it work... So I put together an amazing (not really) scene, with a voronoi pre-fractured geometry (a simple polygon box). I then call it into Dop's to sim and after that I should use the points of the sim to drive higher res chunks... But how? Should I pick the chunks, get a centroid out of each of them and copy onto it a new high-res chunk? Should I go back to the original geometry (the box) and give it a lot of detail (subD's and noise/mountain/...) and break it again... but this will change the geo so the chunks will not match the previous ones... Questions, questions... Can someone elaborate a bit more on the process or pick my (basic) scene and add the detail so I can study the how to? Because up 'til now what I've done is get all the detail I can before sending it to Dop's (and also use a displacement shader...) and I do understand that that is a waste of resources... Thanks guys! Cheers! rbd_addDetailAfterSim.hipnc
  5. How can I make "detail" or "global" data in dop? (like detail attribute in sop) Can it only attached to objects? I can do work without it. But just curious. Thank you~