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Found 72 results

  1. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! Disintergration_hand_001.hipnc shot16.abc shot16.fbx
  2. Hi there! I'm looking for a method to colorize SDF (VDB) based on an attribute, which I made, for ie: the distance along the X axis. (The surface created at render) Any help would be appreciated.
  3. Hello Everyone, This training is an update to the Tea and Cookies training. The training covers fairly similar topics such as modeling, shading, lighting and rendering. The primary difference is that instead of Mantra the training focuses on using the third party render engines namely, Redshift, Octane and Arnold. The modeling part of the training covers a variety of techniques ranging from basic poly modeling, VDB, fluid simulations and even POP grains to build the scene. This shading and lighting part primarily focuses is on building all the various shaders required for the scene using a variety of procedural textures and bitmaps. The training will also cover SSS, displacement and building fluid shaders using absorption. We will also build relatively detailed metal and plastic shaders. Trailer for further details kindly click on the link given below http://www.rohandalvi.net/dessert/
  4. Made this, after watching entagams tutorial on object packing. i used vdb to cover the spheres to give a slimy look and feel hope you like
  5. I'm practicing with a library model, to which I've applied Granular Solid, but the VDB from polygon and VDB Reshapes has no effect on my model that I'm doing wrong? Please help me thanks, I attach the image and file ... example.hip
  6. Hi guys! I recently work on this test of Pyro dust . i will try to do more soon. I used Arnold to render and pyroclastic method for the sim with scattered points for divergence. Render time about 15 hours on my machine... Can i have our feedback and advices. Cheers https://vimeo.com/206276685
  7. Hello, friends I have some question about smoke. Here is a picture with a problem It is a simple simulation made from the shelf with a torus as a source. The question is. How can I disable the visibility of the source torus shape at render? For example, I want to create a smoke for the smoking character in the movie. So I will put the source in front of his mouth and make the simulation. But when it comes to compositing of the render, it looks unrealistic because I can see the source shape. Is there any way to make smoke become visible smoothly after emission? Thanks
  8. Hey everyone! It's been a while since the last time I posted here because I was a little off from doing FX, but now I'm back on learning and stomped on some difficulties trying to do some collisions, flip and RBD simulations. The problem is that everything goes fine until a certain frame and the next one everything is exploding. I'm not sure if I'm not feeding the proper collision to the simulation or if the external forces override the movement of the particles rather when collision with a geometry takes places. A brief description of what I want to do is to achieve somewhat this kind of effect: -Water being pulled updwards, colliding with an object and continue the fluid simulation motion from there I'm attaching the .hip, some screenshots and a reference for what I want to do. Thanks a lot for taking a look and if someone can point me in the right direction I will be very grateful. Cheers! kamigawa_v002.hip
  9. Hi I want to create a good subnetwork that rebuilds mesh with vdb. The problem is that my nodes gradually destroy mesh details. All notes in attached scene. Thanx vdb_remesh.hipnc
  10. Hello, I am creating sdf vdb volume from polygons. I need filled interior, because later on I will sample those values. However I would like to process my volume a bit, for example smooth, dilate etc. After those operations interior voxels are lost, only area close to the surface contains voxels. Is there a way to get those values back? Thanks, Juraj
  11. 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.
  12. Hello artists! I'm trying to create an airfield alike effect but for geometry. Kind of like this effect : vimeo link Im also using VDBs for collision How'd you guys tackle this? Cheers and good work!
  13. Hello guys, i think this is a peculiar problem I have to "fuse" 2 meshes and VDB looks just perfect for the job. The 1st mesh is an orange (alembic) and it have some perfect UVs. What I did is a simple vdb setup to combine the 2 meshes + an attribute transfer to get the uvs from the orange but, unfortunatelly, it looks like some of the polygons are still connected in some parts where it shouldn't be. Does anyone knows a solution for this? I can't share the original scene so I've recreated it in a simple way. The original one have a face to mix with the orange. here's the images + scene file (with abc) in case someone can have a look at it Thx again, Alvaro UVs Transfer Problem.rar
  14. Hi, I am not sure what causes this weird render problem. I am trying to make the sphere deform the snow as it moves along. I started off with the sandbox shelf tool. I converted that using the VDB from particles (you can see in the photo below). Then I converted the vdb from particles to a polygon mesh using the VDB convert node. You can see the mesh in the photo. How come when I render it you see all the individual spheres? it clearly does not match the topology from the mesh. Not sure if this affects anything, but I am using the Non Commercial Addition. Thanks in Advance
  15. Hi everybody, I'm currently working on an effect in H14. I am attempting to have particles die when they collide with an SDF/VDB object. I have been using the collision detect node with the collision target set to DOP objects pointing to my static object collision node. However, it doesn't look like it works. The same collision detect does work with a SOP poly object. Is the collision detect node working with SDF's/VDB's? Cheers.
  16. Hello guys. Im working on a simple metaball setup. Metaballs are copied to scattered points, then meshed through VDB. I got potion-animated geometry that blasts out points, so I wanna achieve "revealing" effect on final geometry. But it is very unstable during animation. Lower parts that are not currently involved have their vertex and polys flickering back and forth. So I wanna know - is there any way to stabilize meshing, or even convert metaballs to mesh some other way?
  17. How can i convert a pyro explosion to polygons using VDB? i have tried but once i get it converted, it becomes an immobile, solid object and looses its fluidity it had before. Please advise. Thank you. explosion_cartoon_004.hipnc
  18. Hello, I have two problems: I'm using a wave tank and initially the particles are conforming to the meshed wave but after about 40 frames they become very calm as if not being effected by the velocity brought in from the wave mesh. I tried turning "Treat as Wind" off but that hasn't changed it much. My second issue is i'm trying to blend the FLIP driven mesh with the wave mesh. The way i've attempted to do it is to use VDB's and combine the two which has worked but the edges don't blend very well. This might become solved with the first problem but just in case I'm doing this wrong I thought i'd ask this as well. Here's a video of what the ocean looks simed and meshed together. OceanTest.rar
  19. I was wondering if anyone could help me figure out how to create this reffernce? I started with spheres and turned them into VDB from polygons, scattered them along a tube trying to use VDB combine to create the holes... I don't feel like i'm getting close to the reference at all and was wondering if some one could give a help push? Thanks,
  20. Looking the way to make this beauty I did some setup, but unfortunately, I'm loosing something important because I can't make the same or close shape, I mean thin and long. My setup is working for shapes like corals - massive, expandable, cone.... Thanks for any advice, the scene is below. grow_v001.hip
  21. Hey guys, This is my first post here! I'm new to Houdini and learning a lot from the shelf tools, available tutorials, forum posts and documentation. Now I'd like to create dust trails from shattered asteroid pieces. Here is what my trail setup looks like so far (.hip attached): I'm almost happy but a few things should be improved/fixed: The "Source Volume" node doesn't know the torus' velocity when drawing into the density field, which results in stepping. I'd like the smoke to interact with (flow around) the geometry. Can I draw it into an obstacle and/or velocity field? Merging the solvers didn't help yet. Maybe I could modify the air pressure/resistance aroudn the asteroid and ignore it for the smoke that's far enough away? With the "Gas Resize Fluid Dynamic" node active, there's some strange aliasing happening towards the end. Any tips on how to achieve/fix those issues would be great! I've been searching the forums and several tutorials already. But as today most of them are not written text but videos instead, it's hard or at least very time-consuming to find specific information. I'll keep playing with nodes and parameters, watching volume wrangling tutorials and also try preparing an upres setup. Thanks! Hebi 2016-08-04_asteroid_trail_v002.hip
  22. Hey guys, I have an alembic file of an animated deforming creature from maya. I am converting it into a VDB volume and applying noise via vop sop. I created a rest.x rest.y rest.z volume to compute the volume rest fields for animation. Now the problem is, after I create these volume rest fields I need to then deform the volume rest fields to match the alembic animation so my rest field will deform along with the geometry and the noise will stick to it without any slipping At the most basic level I can manually keyframe a xform sop, but the noise slips when there is deformation; i.e. this only works with translation or rotation So is there any way to somehow transfer the deformation of the alembic animation over to the volume? I tried transferring density to points, deforming via lattice and then transferring back, but this caused a huge loss of detail/unpredictable results. I also tried transferring volume attributes, along with a thousand other things, with no luck. I posted an example file. Thanks! volume_deform.rar
  23. Hey guys, First post so go easy! But I was wondering if there was a way to convert the wet sand POP grains I've made into a volume by creating the vdb from the points generated by the sand? I've had a look around but can't really seem to find anything on it. I attached my .hip, its pretty straight forward, but the idea was to get the sphere to slice in half, but then recreate the geometry from the volume. Thanks split.hip
  24. Hi, I just did this test with a grain sim meshed with vdb exported to max rendered with vray. I added the motion blur in comp cause I could n't figure out how to transfer the vel attribute from the grain sim to the vdb. I saw some info about how to transfer an object velocity to vdb volume but it doesn't seem to work the same way with a grain sim. Can anyone give me some tips about how to do that?
  25. Hi everyone, I am trying to use a grain simulation to create a sticky gum effect. (like this video) but I have a problem with the meshing. To create a skin out of my grain I first convert my grain to vdb (with vdb from particlesfluid) and then I use convertvdb with the polygon polygon option to convert this to a polygon “skin”. Everything looks perfect in the viewport but when I try to render, it is inflated at rendertime, ie: it’s not a perfect match with what I see in the viewport. If instead of grains, I use a sphere that I convert to vdb volume and then back to poly with the same convertvdb node with the polygon option I don’t get this volume increase at rendertime. See yourself: Is this a bug? Do you know any workaround I could get mantra to render the same result as I see in the viewport when using grain as a source? I saw this thread where someone talk about creating properties in a shader to get to render vdb isosurface directly without converting to poly: https://www.sidefx.com/forum/topic/29678/ But I still have to investigate that one, looks a bit complicated. As another workaround I could render my sim correctly by writing the vdb to disk and loading it in max to render with vray and it rendered correctly. But still I would like to know why mantra can't do it. thanks