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Found 87 results

  1. Hello, I have a problem that I'm not really even sure how to articulate. I have created a fog volume using VDB from particles and this will be used to create a landscape that looks like snow. I also have a train track made out of basic polygons and the idea is that the tracks are on top of the landscape and where the tracks meet the landscape the volume should flatten out so it looks like the tracks were laid directly on top. I want the landscape to plateau where it meets the tracks. I have explored converting the volume to a polygon, using an attribute transfer to create color information that can be transferred from the tracks to the landscape, I tried sculpting as well, but I'm coming up against a wall with my houdini knowledge. Does anyone have any ideas? I've attached a scene file. Thank you so much. tracks_example.hip
  2. This is a personal project i've been working on in houdini . so hope u like it .
  3. VDB maintain UVs

    Hello All, I am using VDBs to combine geometry and I am interested in a way of maintaining specific attributes from the two input geometries. Currently I have two poly objects which are being converted to VDBs and then combined using VDB combine and then converted back to polys using VDB convert. What I want is to be able to identify which polygons on the resulting combined/converted object comes from which input object and also maintain their respective UVs. I have had some success with using the second input of the convertVDB node to transfer attributes. Using this method however, I am only able to maintain some of the objects attributes, not all. I've attached some images and a file to demonstrate my issue. In the attached file I have three objects; Base, Add Sphere and Sub Sphere. All objects contain UVs and an ID attribute (tmp1), they are all converted to VDBs then combined using VDBcombine nodes. Finally the resulting VDB is converted to polys using convertVDB. When both original sphere are input into the second input, the UVs and ID attributes are transferred correctly however the Base object is not. When all three objects are input into the second input of the convertVDB, only the Base and one sphere's attributes are transferred correctly. I have tried several different combinations and methods of making this work to no avail, but it feels like I'm so close if I can get all three objects to transfer the attributes correctly, just not all at the same time. It is possible to use two convertVDB nodes, one with the two spheres in the second input and the second with all three objects in the second input, then deleting the problem polys from either (using the ID attribute) and then merging the two together, but this is not very ideal. In the image on the left you can see the results of the convertVDB using only the two spheres as the second input, the middle image is when using all three objects (base, add_sphere and sub_sphere), and the right is an image of all three input objects showing their UVs. I am new to VDBs so I was hoping someone might have some alternative methods or could point me in the right direction. Thank you all in advance! Cheers, -Mat VDB_attributes.hip
  4. VDB to "tidy" geo

    Hi Been watching the Hive Siggraph vids specifically the procedural game level building At 40 mins 28 sec in there is a corridor that looks interesting and i can replicate a lot of it (because of the way it is described) but i cant understand how the vdb is so clean. On the left it is just possible to see a convert vdb node connected to what looks like a wrangle of some kind? Does anyone have some insight into what would be happening in this wrangle to get such clean geo? I have no idea... Thanks for any input Dave
  5. Hello. I have some problem with boolean SOP, when I Shatter model after Convert VDB to polygons, it just slices geo. Doesn't make separated pieces of geo. I tried to remesh and fuse geo before Shatter but it gives me nothing. boolean.hip
  6. Hello, now when I am loading VDB volumes with File SOP it sometime takes some time, especially with big volumes stored on network. I was wondering whether it is possible to load only specified volumes from a VDB file, for example to load only heat, to keep loading times slower. This would save a lot of time in situations where I am blasting all other volumes which I do not need directly after File node. I quickly checked docs and found that it is possible to firstly read the header to find out information about stored VDBs and then to load needed volume (in Reading and modifying a grid section). Any ideas if it is supported right now in Houdini implementation / or if there are any plans to add this? Juraj
  7. Hello to all... I have a scene where I have animated geometry written out and I bring it back in via a file sop. The animation is just of some rocks flying up in the air flying down inside some water. I'm using a vdb from polygons on the file and I'm bringing that into the dop network as a static object with the mode set to Volume Sample and pointing to the object in the proxy volume field . The problem I run into is when the rocks collide with the fluid, the fluid collapses. I can remove the proxy volume and reset the mode to ray intersect and things will be fine....I have tried to explore on how to fix this but I can't seem to find the solution... does anyone have any ideas? I can upload the scene later if needed. flip_tests.hipnc
  8. Hi everyone, I'm attempting to export a pyro sim as VDB files for use in Maya 2017. I've followed a few tutorials but each time my VDBs are only 1KB each in size. Has anyone had experience with this process and could offer some advice? I'll include a copy of my hipnc if someone would like to take a look. Thanks for your time, Kind regards, Chris (AUS) campfire010.hipnc
  9. This seems like a simple one, but I must be missing something. I would like to create a vdb from a camera with fog volume values inside the frustum area. When I choose 'From Camera' the vdb sop node shows me a frustum guide with appropriate dimensions but it always gives me 0 voxels. This is Houdini 16.0.633
  10. ASUS Zenbook 4K Cinematic

    Hey guys, I worked on the simulations for this spot, it was my first serious houdini project, hope you like it
  11. Geo's Volume Depth

    Hello, A colleague of mine has this in another application and I am trying to implement it in Houdini. Basically it measures the depth of the geo and enables you to visualise it. I'm thinking VDB's would be good for this but I'm not sure how I get the volume gradient to transfer over to Cd to visualise it? Can any one help on this?
  12. Volume Velocity to Mesh?

    Hey guys, I'm growing some objects using volumes (scene is attached) and I'd like to have motion blur on the moving/growing areas. I do have some velocity on the volume, in order to control it's growing direction, but i have no idea on how to transfer it to the mesh itself. here's how the setup looks like: Thx Volume.Growth.Velocity.v1a.hiplc
  13. Hello everyone! I am very new to Houdini an need some help. I am trying to rebuild ""FLUID SOURCE" node with container settings "collision" to use it later in DOP with "Smoke Solver" and importing collision with "Source Volume". Just now have made with VDB surface field called it "collision" and create one more VDB from attribute "v" called it "collisionvel". I see difference between FLUID SOURCE and VDB collision is in first one create 3 scalar velocity fields and the second create one vector velocity field. Setup with VDB now have a problem my density ( made with "Source Volume") : theres no adding to density from SOP , but it works like copy. I will appreciate for any help! Thanks! P.S. Also i am interesting to rebuild it all without smoke solver, so feel free to comment all around this problem!
  14. 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
  15. 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
  16. VDB scaled up?

    Hello! I'm doing some R&D and am hoping to convert my polygon mesh to a vdb to be referenced elsewhere in my project. When I preview the vdb, however, it is scaled much larger than I expected and I'm not really sure what to make of it. Any help would be appreciated! I've attached screenshots, the first is the geometry, and the second is the resulting voxels.
  17. Vdb to Field Microsolver

    Advanced sourcing for Houdini. it’s not only 10-100x faster but also gives more control over sourcing especially when many sources involved in sim. Houdini16 Hipfile with examples included https://github.com/abryutinalexey/vdb_to_field
  18. 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! shot16.abc shot16.fbx I have provided new files! I managed to get the sphere to swap with the hand but the effect doesn't work still? It doesn't become smoke and disintegrate infect_point_Scene16.hipnc
  19. Colozize SDF

    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.
  20. Making Dessert in Houdini - Training

    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/
  21. 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
  22. 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
  23. Houdini Pyro - Dust Storm

    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
  24. Disable the smoke source visibility

    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
  25. FLIP + External Forces + RBD

    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
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