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Found 10 results

  1. Hey guys, I've noticed the VDB Smooth and the VDB Reshape have a VDB ALPHA MASK thing on the node's second input. I've tried it in the obvious way, connecting another vdb into the second input, but it doesn't work. Can anyone give me a hint on that? My "not working" scene file is attached Thx vdb.mask.v1a.hiplc
  2. Hi all, Does anyone know how to use the mask input option to smooth a part of the mesh inside the particle fluid surface node? I want to specify with a volume (ie. a bounding box) which part of the mesh to smooth or keep (instead of using the velocity or vorticity mask). I created the volume to mask with (just a box turned to vdb) as a separate OBJ, I am then object merging it and connecting it to the third input of the fluid surface node, then in the filtering tab in mask input I check it and put in the name of the volume. I have tried to do several different things on the volume itself (regular VDB, Fog VFB, etc.) and nothing seems to work or make any difference. When I turn visualize mask on all it shows is nothing is applied to it (ie. all of the surface has 0 smoothing applied to it) How do I properly use this feature and get the node to recognize the mask? Am I going about this the right way? Many thanks, CrownSplash Anim C.hiplc
  3. hi, i am currently new to houdini and have been using arnold so far. Currently i am trying to build a procedural texture and have been using ambient occlusion as mask extensively and was happy with the result. However when i render it with animation, the objects move around and so the ambient occlusion mask moves as well for every frame. is there any way i could bake the ambient occlusion mask as a static mask? or stop ambient occlusion from recalculating every frame? the geo consist of a huge polygon with many sections being animated that has already been unwrapped with uvs. would really appreciate any help thx.
  4. 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
  5. 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.
  6. Microsolvers masking

    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.
  7. Pyro kill Field

    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? :]
  8. 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.
  9. 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
  10. Follow Path in SOPs with Speed Mask

    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
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