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



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Found 8 results

  1. I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. I am encountering a couple of problems, one being that as the sim continues the boat becomes a submarine due to so much fluid, but also, relating to the topic of this post, white water emission is occurring everywhere making blending into the ocean a problem. The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean? Any insight would be very welcome. Thanks
  2. Hi guys, Having a bit of an issue having two forces affecting one flip fluid system. What I was trying to do was have a waterfall run off the end of a cliff. Setting this up was fine, however, I found that the fluid doesn't seem to break up very much once it has ran over the edge. So what I am trying to do now is run the fluid through a mask field which has a wind force acting within it, the theory being that i can add turbulence to the wind to break up the particles more. What I have found though, is that no matter what order I run the fluid through the forces, when it hits the mask field it almost completely halts the current velocity and takes on the velocity of the wind force and ignores the gravity until it is out of the mask. I'd be really grateful for any help on setting this up so that the fluid continues to fall whilst passing through the wind area? Or if there is a better way of setting up this kind of effect? I'm pretty new to houdini so it could be something really obvious I'm missing. Thanks in advance
  3. Hi, I have a large volume where most of the volume has no density but some velocity. I want to export vdb's and to save disk space I want eliminate the velocity where I have no density. I found a way by using a volumeVelocity sop where I use my density as a mask, but I'm quite sure that there is an simpler way. I tried to do it in a convertVdb where I use the density vdb as a mask for the velocity vdb, but this had not influence on the velocity vdb. So the question is: What is the most efficient way to mask a velocity volume with a density volume (or vdb)? Can't post a hipfile at the moment, sorry.
  4. Hi! Does anyone knows if it's possible to mask a microsolver by some custom field? (i'm sure it is!) Say i have a smoke expanding in a room, and a turbulence microsolver, and i want to make the turbulence smoothly stops when the smoke hits the walls, is there a way to do it? I was thinking in building a SDF from the walls, but don't find how i could mask the turbulence microsolver with it..! Thanks a lot if anyone have some direction.
  5. trying to find a way to mask out pyro or turn opacity off based on volume collision. not sure of its done in the shader or not. any suggestions? :]
  6. I have a smoke sim. I want to reduce velocity in the area inside of small box (like in pic). I want to have opportunity to fill this area with custom velocity. Thanks.
  7. Hello!!! I'm trying to do a cloth simulation and would like to have some points on my cloth to follow some sort of animation, I would like to select such points based on a texture map, say, white = anim points, black = simulated. I'm trying to achieve this using the AttributeFromMap, but I don't know how to discriminate that group of points. I'm attaching my working files if someone is able to help me with this, I'm still very new to Houdini so any help would be very much appreciated. selectPoints_01.hip
  8. Hi everyone, I am building the effect of a waterdrop running on a vertical surface (bottle or whatever). I have curve as path and we raySOP I project it to the surface. Using a portion of the curve to running from the top to the bottom but what I want to be able to animate the speed, or even better using the speed mask based on surfaces normals at Y. In the attached hip I have a test-setup with a vertical surface with noise and speed mask on its color. Wherever is black drop should travel faster and wherever is white slower. I am using two different techniques for the travelling of line with a switch. Any ideas? Thanks in advance! EDIT: What I am using for travelling the line is a duration, let say in 200frames finish the ride, but what I want to have is a constant speed and then be able to multiply this with an attribute as the speed mask. I would like to keep everything in SOPs if possible but I am also considering POPs. speed_mask_800.hip