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Found 10 results

  1. Hi, I generated a bunch of fluid particles on a wave and I used the particle fluid surface node to generate the necessary mesh to be rendered. However, on some frames, about 90% of the mesh disappears. This is pretty frustrating, Can anyone advice me on what's the underlying issue that makes the mesh flicker that way? and how to go about fixing this issue? I've attached the mov file that shows the issue I'm having right now Thanks mesh_flicker.mov
  2. Hello guys, i have a serious mesh flickering problem in my flip simulation. The timescale in the flip solver has been animated to slow down the simulation. Looking at the particles everything seems fine, but when it comes to meshing and the particles are moving really slow, the mesh starts to flicker and holes are forming and disappearing every frame. I've tried increasing the resolution, lowering the particle separation in the particle fluid surface node (or vdb from particle fluid, i've tried that as well), lowering the grid scale or the particle radius scale, the flickering changes but it never goes away. any help is greatly appreciated thanks in advance slowmoving_flip_flicker.hip
  3. Bottom of Sim Pops

    Hello. has anyone run into this problem before? the flipbook looks perfectly fine. When it comes down to the render though, theres a small jump on the base of my smoke. its subtle from where my cam is, but i want to know whats causing this. ive tried disabling auto resize, disabling all lights, the rest fields, played with volume quality, shadow quality, i think every parameter in the mantra node (micropolygon rendering), raised substeps in Dop, removed all keyframes in the shape tab and in the source noise, disabled collisions with my ground... the only things i can think of it being, is the enforced boundaries of -Y? but how is this debugged/fixed? X_X id really appreciate your help. im beat. the attachments rendered in alpha and cropped. no rest fields here either.thanks in advance. Smoke_pops.rar
  4. Cloth flicker issue

    Hi guys, I would like to seek some opinion on an issue that I have while i am rendering my cloth sim. Would appreciate all your help and inputs When my model is doing a pretty drastic movement, my cloth render will have this weird black flickering as shown below: Does anyone of you have experience doing cloth simiulation and know what is the problem? Thanks! Darren
  5. Hey Everyone on this beautiful sunday! So, as I am touching pyro for the first time, of course I am using the "Gas Resize Fluid Dynamic" node (from here on out called the "resize node") in my DOP-net to auto adjust the grid size. However, I a getting this slight flicker in the simulation, as long as the container size is being modified by the resize node. As soon as the container has reached its maximum size, and no resizing is going on anymore, flickering stops. Turning off the resizing and letting the container have static dimensions, also eliminates the flicker of course. Anyone out there familiar with this? I tried messing around with the resize-node's "Subtract Threshold" parameter, since it seemed to me (from the help) this might be connected to the problem somehow? But no luck so far.... Thanks for having a look people. resizing active, flickering results before the gridsize comes to rest resize_flikr.avi resizing disabled, no flickering noresize_noflikr.avi --------------------------------
  6. Hi guys, So I have a problem with rendering massive geometry (mountain) on my scene. As I set off the render, the object tends to flicker every other frames. I noticed that this is due to scale issue but I don't know how to fix it. I tried modifying the houdini unit settings to compensate for this but the problem still persists. I checked shaders, materials, lights and camera but it seems like the sheer size of the object is the main issue. As my camera is reading from an FBX cache, I can't scale the mountain down on its own. I tried putting a null on both the camera and geometry object and scale them down to keep the relative distance between the camera and the object but it still gives me the same result. I then tested it on two spheres with different sizes and the problem is also apparent there. Anyone got any ideas on how to tackle this? Thanks smallBigFlicker.hipnc
  7. Separating bubbles from foam to treat them differently in the white water tool. Bubbles turn into foam which is desired yet if not treated the same, same shader, same geometry...there's an obvious flicker as the points move from bubbles to foam and back again... any tips?
  8. after rendering, i have many weird flickering issue of the camera projection with some artefacts. I have attached some files for reference. let me know if you know the problem. thank you. Best Regards, Tatsme flickerproblem.mov houdini14_ground.hipnc
  9. Hey guys, I haven't stopped by the forums in several months but picked up an old simple project I was working on and finished it this weekend. I'm relatively new to Houdini, but know my way around the program quite well. I've made an RBD simulation with some glue effects (link to video below), but I seem to have a problem with the lighting and shadows "Flickering" once one of the object pieces comes to rest. It's not the pieces still moving, as they often do, it's actually something with the shader or lighting. But I don't know what? Any idea what might cause this and how I can fix it? Things to note: The Torus pieces are using a Glass shader - no object/environment reflecting - Refraction model (Translucency) - otherwise pretty default settings I think I tried lowering the opacity limit to 0.75 in render... it made the render take like 12 hours, and still did not fix the issue. (Physically Based Rendering) No motion blur, No depth of field. Rendered as PNG's with a gaussian 2 2 filter. ** I don't know what the random red glare on the pieces is either, but it looks kinda neat so don't care about that. heh. Video Link: https://vimeo.com/67014605 Any replies appreciated!
  10. Greetings Houdinians, My rendering of multi sss on animated bgeo which has changing point counts is causing lots of flickering. Upon some research, I narrowed down the culprit to point clouds calculation. While the generic answer was to append a Rest Position node, it doesn't seem to be working. I have also tried to write, then read the pc file. Any idea how I should solve this? or where can I look into? Thanks!
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