Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community

Showing results for tags 'vel'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 9 results

  1. 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
  2. Hi, I am creating a "velCombined" attribute which I would like to print as a float value which I would then be able to copy/paste relative references. I was not able to find out how to do specifically that. Please help Thanks
  3. hey, I want some curl noise to affect my flip particles which works. I also want only the actual vel streams to affect the sim. Unfortunately everywhere the volume box is present flip gets affected. An easy solution for this? Only happens when I add noise to the vel field. untitled.hip
  4. Hey guys! Need your help. I create some smoke going on top and decide add some custom vel field. I follow this masterclass but after sim I got this strange square look on edges of the smoke... Any suggestions?
  5. 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?
  6. Hi,guys. Recently, i want built a tornado like pyro, a huge storm. The image come form man of steel,Alexander Lombardi Fx Reel ,https://vimeo.com/84196857 Before it , i have to list a better way to drive smoke rotate. So there is a simple test which include a tube source and a vortex force, i'm just add the vortex to the vel filed, after a while, you can see the smoke looks like a dish. I don't know if it was a nature shape, most like the air in middle was all been push out, so the air on top and bottom be attract in. So i have to find a way to disturbance to vel, first i want do it by pressure, high pressure air flow to low pressure lead to a wind, is it right? So i inject a custom pressure field, i not clear with how pressure working in pyro, i can export the pressure filed or modify it, but the pyro simulate not change at all, even i set the pressure to 0. Second way i modify the vel field directly, at the few frame of beginning, the vel field was direct to middle soon, i built a gradient field of the vel.y , if it great a value, then slow down the vel, it clamp the vel totally, although the smoke not rotate crazy, but it also lose the nature detail. I will keep optimize the second way. If anyone lead me a better way to built the tornado storm, or explain me how pressure working will be great. Thanks. pyro_pressure.hip
  7. I am doing some test and thinking about to use the fluid to get the overall motion but wanna add some control to each point. My problem is: I don't wanna any points have dramatic velocity direction change from frame to frame. My question is: Is there a way I can fetch previous velocityl vector in the flip sim, so that I can use it to force current vel only change withing certain rang.
  8. Hi, Guys. I have just begin to learn volumevop. I bulit a vel volume form attribute N. What i want to do is modify the vel value in volumevop. But how to import the vel attribute to volumevop. I try to use Primitive Attribute, or Get Attribute, it seems not work at all. Any help will be great! Thanks! volume_vel_multiply.hip
  9. 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.