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Found 25 results

  1. 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
  2. Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  3. Hi guys, I'm fairly new to Houdini and even newer when it comes to modelling in Houdini so was wondering if I can get a few tips. I'm trying to create a mesh for a lightning bolt. I would like to be able to procedurally create different shapes fairly quickly, once the initial mesh has been set up. Ideally I can have some options for number of branches, random thickness, smoothing etc. Any help would be very much appreciated. Thanks
  4. Hi all, I am encountering some strange artifacts while rendering a flip sim with mantra. I applied a platinum preset material to the mesh, environment light with HDRI and rendering with Mantra. You can see the artifacts all around the edge of the splash in the video below. I smoothed the final mesh quite a bit on the particlefluidsurface and it helped a bit, but still getting serious artifacts. I also tried remeshing and subdividing as a post process to the mesh it but that introduced new problems where the mesh would look totally unstable. My guess is that it might be doing that because of the constantly changing topology of the mesh? Maybe these meshes were not designed to be rendered with anything but a fluid like shader? Is there anything I can do about it? Attached video and file (using mesh from OUT node in Mesh obj node). Thanks, Top Down Test_1.mp4 CrownSplash Anim.hiplc
  5. Hello everyone! I've been asked to do an effect similar to this (0:06) .. I've managed to create the ripple effect! I'm just wondering what's the best way to approach the droplets.. I've messed around with some POPs, meshed them and then did an SDF union with loads of smoothing. gives me somewhat a nice result but not that liquidy look. Idk if anyone has an idea in how to approach this. Thank you!
  6. Hi everyone, I'm new to the Houdini game but have been working in the industry for a while. I'm currently making the long overdue transition onto Houdini from Softimage, so please bare with me I have a question that I'm hoping some of you can help me out with. My aim is to build the structure that I have attached to this post. My initial thoughts are: - To build the rough shape as a repeatable pattern (completed this so far and attached it!), - from this surface/volume I emit a bunch of points and link them up with a corresponding point to make a line. - Do some fancy noise/turbulence and yet still keep the overall volume / shape / flow . It's this last stage I'm having the most trouble with, I can't get a decent noise that still maintains the volume. I'm also unable to really flow the points around/within the curvature of the mesh in a way that matches the reference. I'm still really new to Houdini so I'm sure I'm missing some obvious tricks. Does anyone have any ideas? It's worth pointing out that I've been looking at the methods of generating lines via volume trails and at least from what I can see, the curl-noise doesn't seem to do it? It's a nice effect but not the right look. I imagine it would be something more a long these lines but I still need to figure out the shapematching / flow aspect of it. https://vimeo.com/190948059 Regards, Tim BuildStrandVolume.hipnc
  7. Hi! I want to attach a geometry (some voronoi fragments in this case) to a moving/deformed mesh, i.e. I want to deform my base mesh freely and the voronoi fragments follow the deformations (Position and rotation or normals directions) without stretch it. I already try it with Point Vop but, how can I send the information of N directions to each voronoi fragment? If I send it with Cd looks like this: I animated the geometry with a mix and a group generated with color. I hope that someone know how to do this. Your feedback is welcomed and thanks so much!! Constraint Obj Test 01.hipnc
  8. Hello guys, I'm working on a Bifrost liquid mesh that I imported into Houdini to render it with mantra since Maya couldnt manage my huge alembic file ( +300Gb ). There is no foam yet since it's in the process of meshing but I wanted to know what do you think about the liquid mesh shader ? I used the Ocean material from Houdini with some adjustment. Thank you guys!
  9. Hi guys, I need to export some hair as alembic but it's not as easy as it looks like. I think it need to be converted to geometry first. Do you guys have any idea on how to proceed?
  10. Does anyone know's how to solve it? It must be simple but I just can't find a solution anywhere :/ Grains in Dop: Mesh in Sop: Thx again, Alvaro granular sheet - ripping it.rar
  11. Does anyone know's how to solve it? It must be simple but I just can't find a solution anywhere :/ Grains in Dop: Mesh in Sop: Thx again, Alvaro
  12. Hi guys, I'm testing Arnold for Houdini and I noticed that mesh light doesn't work in any condition. So do you think there is a way to recreate a mesh light with Arnold light shader? Thank you
  13. Hi! I have a problem in my sim when I try to increase the resolution. I get close to the results I want when the simulation is about 2 million particles but when I increase it (15 M) the results get worse, the mesh looks chaotic and the particles are really sparse. Also some particle has to much velocity. Should I try to delete the particles based on velocity and don't mesh it? Iv'e tried to change particle collision method(move outside), not reseeding particles and no detect under resolved particles but with not much success. Low res sim: High res sim:
  14. Hi guys, I remember seeing a post or thread here where a guy had an asset or some kind of "new" way of meshing flip fluids. He was able to preserve so much detail with his method/workflow. I really liked his result. iirc it was vdb based but he added something to keep almost all the isolated particles and made droplets out of them... Thing is, I can't find the post/thread anymore been reading through "all" flip/mesh threads for the last hours, searched the forums and google, youtube and vimeo but I just can't find it. So maybe someone here knows it, has a link or bookmark or whatever to help me out. Thanks and cheers
  15. Guys, any tip on how to get rid of those stripes and the tiny bumps? The simulation is pretty high res. Particle Separation is at 0.01 and i'm simulating it with 5 substeps. I think, for the stripes, it could get better with more substeps but it's already taking forever to simulate so i'd like to check if you guys could recommend me some cool approach. Here's an image and a video showing the sim. Thx
  16. Hello everyone ! Does someone know how to use an animated mesh for driving some velocities of particles ? I have done a sim that I like but I want it to follow the character's animation... The particles born in the chest and goes to his head which is rotating... I'm pretty new to pops, I think that maybe I can make it move through a pcopen but maybe it is a bit too much for what I want to do ? Also, I'm not pretty sure about how to make it... Maybe it's possible to feed the pcopen with a scatter of point on the surface of the character ? Thanks a lot and have a great day ! (Once finished and online I will try to post it as a comment !)
  17. Hey guys, I assume that the best workflow could be: 1st - Write the particles simulation to disk 2nd - Read the simulation files to generate the mesh (+ cache the geo file) Now, what is the best way to save the particles simulation? Should I do it inside the "particle_fluid" node using a "ROP Output Driver" or a "Flie" node? Should it be connected to the "import_particle" node? Something like this: and how should I read those particle files back? Please let me know if there's a better workflow on it. Thank you, Alvaro
  18. hello, I'm trying to mesh a group of point, from an array. It gives a meshed sphere but with hole, and overlapping points. I guess I shd use some condition but I'm not really sure how.. int total =40; int prim; float r = 200.0; float lon = -($PI); //-pi,pi float lat = -($PI)/2;//-pi/2, pi/2 float step_lon = lon/total; //angle sur la longitude float step_lat = lat/total;//angle sur la latitude int globe[] = {0,0,0}; for (int i=0 ; i<total+1; i++){ for (int j=0; j< total+2; j++){ //polar to cartesian float x = r * sin(lon) * cos(lat); float y = r * sin(lon) * sin(lat); float z = r * cos(lon); //vector pos vector pos = set(x,y,z); //feed array, create points sphere globe[j]=addpoint(geoself(), pos); int v1 = globe[j]; int v2 = globe[j+1]; int v3 = globe[j+2]; prim = addprim(geoself(), "poly"); addvertex(geoself(), prim, v1); addvertex(geoself(), prim, v2); addvertex(geoself(), prim, v3); //setpointattrib(geoself(), "lat", v1, j, "set"); // setpointattrib(geoself(), "lat", v2, j+1, "set"); //setpointattrib(geoself(), "lat", v3, j+2, "set"); lat += step_lat; } lon +=step_lon; } IT Looks like it miss half of the primitives. thks HIP FILE : sphere_od.hipnc
  19. Hello, I'm new to houdini (maya user). I have some animated trails that I've turned into a mesh light. I'd like to get the trails to do two things: - emit a ramp from red to yellow - fade off at the end of the trail. I'm using the latest redshift_v2.0.52 - that has the new ramp node. And Houdini 15.5.523. I can get a ramp to work with the incandescent shader. But it would be great to use the mesh light. Thanks! Light_Trail_Mesh_v12_clean.hiplc
  20. Hi everyone! I have done a melted simulation that works perfect using flip fluid from object. The problem that I have is that the mesh of the original object change. I want to melt a perfect cube, but the corners are smoothed. Is there a way so I can melt the original mesh in high resolution?? thanks!
  21. Hello, I think I've just blown my head trying to figure out a solution for this but I hope you can help me I made a simulation of water and whitewater in Houdini and then used alembic to send the mesh to Maya for rendering. The whitewater particles were sent via the Realflow connectivity plugin in .bin format. Maya had no problem opening both the water mesh and the whitewater particles, but my problem is that Maya can't compute any motion blur, I think this is because the files I exported do not have any motion vector information in them. Is there any way I can export this information and use it in Maya? To export the water mesh, I created the simulation and then I exported it to .bgeo sequence from the import node, then I re imported the .bgeo sequence in a new geometry file and created the mesh using the "particle fluid surface node" and from there I connected a ROP alembic output node. To export the white water I got into the whitewater source node and in that level I created the RF Particle Export node and in it's properties I referenced whitewatersource.cache in the SOP Path Also, I saw a video where v-ray proxy import is used to generate motion blur with some realflow mesh with the same problem, I don't know if I can do the same in Arnold, which is what I'm using for rendering. I'm quite new to the software but I'm loving it, if you can help me I'll appreciate it. Thanks.
  22. Hi guys, I have an urgent problem that needs addressing. I am trying to figure out how to mesh the hand model in my scene with the fluid, so it appears as if the hand is morphing from it. I have a posted two images to show you what I mean. For some reason it isn't letting me upload a video. I've converted both into VDBs and used VDB combine with SDF Union. Any help would be greatly appreciated. Thanks!
  23. Hey everybody, I've looked all over odforce but nobody seems to be having this problem. I attached a video to show my problem but the title should be very self explanatory. https://www.dropbox.com/s/npwjl49t3p908pv/meshjitter.mov the mesh seems to be very noisy, jittery, and I was wondering if anybody knows how to solve it. The way I'm building it is VDB from particle fluid > VDb smooth sdf > VDB reshape > convert VDB. I've also tried getting rid of the smooth and reshape with no better results. The particle count is pretty high so that doesnt seem to be a problem.
  24. In my rendered image, there are some strange spheres appearing at points where there are no such spheres in the original underlying geometry. It seems like Mantra is misinterpreting some small geometry and turns it into those spheres. It also feels like the lighting information on those spheres isn't fully correct as they appear fully white in some areas. Does anybody have an idea where these might be coming from and what I can do in order to avoid them?
  25. hello! maybe someone can help me about that, i want remove the noise of floor in fluid, every more poly detail is more noised... i have tried up smooth and some stuff, nothing. i ask because its a lot time simulating that, i would apreciate the solution. thanks you very much in advance