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Found 91 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. Hello magicians, I saw a great image by Lee Griggs the other day and I tried to replicate, here is the original effect He did it with Arnold (i think in maya), by projecting a texture into a volume density, here is some explanation https://support.solidangle.com/pages/viewpage.action?pageId=55710284 I didnt know how to project a texture into density, so I projected a texture, the deleted by color and converted that into vdb > fog, but that way I don't get any depth, any ideas? I've read about a rest field that does something like UV on volumes but cant figure out how Here are my attempts: Hip file attached, Cheers! volnoise3.hip
  3. Hello everybody, Here is my first post so I will present myself in few words. I'm Thomas Renault, FX teacher in ESMA school (France). I'm using Houdini since two years now and I enjoy it more and more everyday. First of all I would like to thanks all the community and SideFx team for feeding us continually with documentation and tutorials. That's the first time I post in odforce because I uselly search and find my answer without requesting anyone. Here is my problem : I tryed to render volume in renderman (21,4) for Houdini (16) with motion blur without sucess. I found this on pixar documentation : https://rmanwiki.pixar.com/display/REN/PxrVolume but no fonctionnal blur at all in houdini... Any advice ?
  4. Hey, I am trying to use a volume vop to create a ramp that controls the y density of my volume, so I can have it fade off. If you look at the volume vop in my scene, you can see that it kinda works. There seems to be a problem with the fall off. Any suggestions? clouds4.hiplc
  5. Hi, How do I properly source a volume I already created, and use that for pyro? I made a cloud using the cloud node, and added some noise. I am trying to use it as a source for my pyro sim to have dynamic clouds. For some reason, at frame 1 there is no density. Then the volume fills up. Shouldn't the first frame just be the cloud already there? I am trying to learn how to source vdb/volumes that I make and use it as a source for pyro. Thanks clouds.hipnc
  6. Does anyone know why volumes have this artifacting that is visible when the grid is behind the volume? You don't really see it if you have something else behind the volume. See photos.
  7. Hi, I am looking for measuring volume by VEX and/or attributeVOP, instead of measureSOP node. Basically I have mega voronoi fracture model. After that, I want to apply for volume calculation with loop node and compile node. Key is that I cannot use hscript expression in measure>center with compile node. That's why I am looking for another method.
  8. Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget). Any help would be appreciated, thank you!
  9. New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  10. Hi all, I'm working with some mocap meshes that I'm trailing particles over using the 'minpos' technique in POP VOPs. I'm getting a little stuck though, as when i make trails of the particles, these obviously trail behind the mocap as the keep their birth XYZ coords. What I'd like to achieve is that the trails adhere to the surface of the body/geo in the same way that the particles do, so i end up with something like 0:24 > 0:26 of the attached video. Maybe I need to do something within a sop solver? perhaps dop pop is the completely incorrect way to go? Any hints or tips greatly appreciated - I've attached my .hip here should anyone have the time to take a look! Thanks! (hints on filling the volume as-in the video will also be met with rapturous thanks... I'm not even sure where to start with that one.) surface_particles_trail_test.hip
  11. 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
  12. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  13. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  14. I've been following the quick tutorial on the SideFX website that links to a vimeo video explaining 'god rays' in houdini; https://www.sidefx.com/tutorials/quicktip-light-beams-through-volumes-god-rays/ However at one point he rotates the camera to avoid looking directly at the box volumes edge because it renders with some funny banding effects. Is there really no other option than that? I tried using a tube but that's worse. I'm thinking it's kind of limited for animations if you have to hide or avoid the edges somehow but like the effect.
  15. Hey, I'm simply trying to fill up a cup (alembic file) with flip fluids. However when filling it up the fluid doesn't gain volume no matter what. I've increased resolution and collision resolution, a thicker geo is made for collision, volume collision with concave, reseeding is off, particle separation is on, substeps have been increased, different scales also been attempe, importing it as a rbd object instead of static didn't work either, radius scale was also increased. Here's the HIP file and there's a flipbook included of the issue inside the folder. Any help would be greatly appreciated! HIP File: https://1drv.ms/f/s!AgYVf5muAZXZ0QicYjQ3JzDI2hsN Flipbook: https://1drv.ms/v/s!AgYVf5muAZXZ0QxnGxP5OcFdS2QH (A side note, I can't increase the thickness of the collider even more as I'm also trying to get fluid near the cup which would interfere as increasing the thickness would interfere with that.)
  16. Hello Everyone, I'm offering a 25% discount on the "volume rendering using houdini and arnold" tutorial. The techniques demonstrated in this course are 100% applicable to Houdini 16 and to the latest arnold version and to volume rendering using arnold in maya, cinema 4D and or xsi. Preview: Same techniques used to render these volumes: Get it now: http://www.cgcircuit.com/course/volume-rendering-using-houdini--arnold?affid=e245f471eae8980461f2286ce070ff396d6ffc54930aad03cf3d811923ff74900aff8e3de73a75c248b4ff557c8d5f8b12788af79c176c15116b82b6fabc2310 Enjoy!
  17. Hi to all, i was preparing my source for a pyro simulation and i incurred in a weird artifact As you can see in the images i uploaded in the edge of the geo there is this weird blur, the problem is that even if i turn up the density or the division size i get this, it occours also in the pyro sims making everything look srange It couldn't be neither my video card drivers or houdini, i already tried reinstalling it without obtaining anything Any advice? I leave you the scene file Thanks in advance Volume_Vis_Problem.hipnc
  18. Volume convolution on the GPU using OpenCL. For 27M voxels using 100 iterations, OpenCL is 650 times faster than C++ and 12525 times faster than VEX.
  19. Hi Guys, I need some expert advice and insights on this project I'm working on. I'm doing some RnD first before moving to bigger scale so I can provide you guys with the HIP file. The objects however (barrels and table pieces) I cannot share with you. But maybe there's something in the dop nodes or solvers that you can spot right away. I'm working on a flood scene where there's a lot of debris and rubble that needs to be transported by the water. Please have a look at the video. The barrels seems to acquire a spin which at one point is out of control! I can imagine this could be the rotational stiffness... but the exploding (and stuck) piece of table is still a mystery at the moment. As you can see I'm also having trouble controlling the buoyancy of the objects in the fluid. Right now I use the density to try and float pieces but it's not entirely working the way I want it. To sum it up: - The wooden planks need to float - barrels need less spin and need to be embedded more in the fluid. - the tables obviously need to stop launching like superman . any advice or tips are greatly appreciated . High-RBD_count-in-fluid-006.hip
  20. Hey Guys. Quick question. I have a volume that I am applying a cloud noise to, and I want the amplitude of that noise to be driven by an age attribute. my steps so far. - create points with age attribute - copy spheres onto the points - convert to a VDB fog - apply cloudnoise How do I get my age attribute from my points into effect on a volume driving the amp of my noise? Cheers
  21. Would it be possible to have a sphere primitive or any geometry affect the density of a volume (fade density from 0 to 1) based on distance between the geometry's pivot (or all points) and the volume?
  22. Hi there, I've got some strange problems with the collision volumes in flip. The static object itself shows a clean, closed volume; the flip object on the other hand shows me a mess. Nothing is closed, the collision volume seems to be made of stripes. How does this discrepancy between static object and flip object happen regarding collisions? Actually the flip particles are floating inside the object. Got a new ship model and obviously some diffuculties making it work I also tried to use for each loops to convert each single object the shi is made of into volumes in order to merge them together insteat of turning the whole thing into a volume at once.
  23. Hi, interesting: if I activate the fluid-sop, the templated out-sop (the chunks) disappear. Is this normal? RGB_WALL.hip
  24. Hi there, First time post here. I'm relative new to Houdini and I really love already it but there are some things that (probably) are really simple but I just can't figure out. I must admit that I have very little experience in expressions and python (which I'm already working on) but for something I'm currently working on I'd hope to have some help before I get proficient enough in that. I have a volume source which emits in the Y axis and I wanna use the gas disturb fields but only on the voxels that are being emitted for the first second, after that I want other microsolvers that I have in the scene to take over. What kind of expression should I use for that? Should I first add some kind of life-attribute and then refer to that or is it much simpler? I looked at the local variables in the gas disturb microsolver but as far as I can tell they all refer to the simulation step time which is in the beginning of the whole simulation. Some help ore pointers are really appreciated. Thanks!
  25. 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.