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Found 13 results

  1. Hi All, I've been working on the .vox exporter for a while. After some improvements I decided to publish it on github. The HDA generates .VOX Magicavoxel file from given inputs. If interested you can get it from here; https://github.com/caglarcomez/Houdini_to_Magicavoxel
  2. Hi! Could anybody please share compiled version of houdini-geo-vox (https://github.com/ttvd/houdini-geo-vox) plugin for Houdini 18.5? I need a version for windows. Do you know any other methods to load MagicaVoxel files into Houdini? Regards, Oleg Solovjov
  3. Hi everyone, I want to modify some very basic volume (created with a vdbfrompolygons) with a VOP network. I'm very new to this kind of volume manipulation and I'm having difficulties with the visualization of the volume in the viewport. When I decrease the voxel size of the VDB, a stepping appears in the volume viewport visualization. (The mantra render is ok) This bother me because I plan to do A LOT of manipulation in the VOP and it would pain me to do a render at every single modification of the network. Am I missing something obvious? It's hard to explain so I linked a picture that showcases what I mean with the .hip Thx for any help VoxelSizeProblem.hipnc
  4. Is it possible, analytically to voxalize a surface by displacing P along N to floored P planes? Analytically meaning not using Ray or intersect() but in shading for example. Basic flooring: Attempted point projection to floored planes: On a simple circle/sphere, I would need to iterate over neighbouring cells (a'la vornoi loop) and check if P is above or below the plane? Then there is a question of tight bends where the normal doesn't intersect any floored planes. Currently I'm stuck at projections being clipped by voxel size in all directions. The script belwo is as far as I got (also included HIP). Initially I had a feeling that there is a elegant/simple solution but now I suspect there is a simple proof/example that its impossible. VEX Wrangler prototype: vector P = v@P; vector N = -v@N; // tangent in case of a curve vector floorX = set(floor(P.x), P.y, 0); vector floorY = set(P.x, floor(P.y), 0); // adjacent vector dirX = floorX - P; vector dirY = floorY - P; // theta float tX = dot(normalize(dirX), N); float tY = dot(normalize(dirY), N); // hypotenuse length float lX = length(dirX) / tX; float lY = length(dirY) / tY; float planesMin = min(lX, lY); v@P = v@P + (N * planesMin); scene: voxelisation.hipnc
  5. I have a sparse sim in which several pyro events occur at different times & different places. As new elements are sourced into the sim, the overall bounds of the sim increase - sometimes dramatically changing the quality of the sim as the voxel size adjusts - see two back-to-back frames below. is there a way to maintain a consistent voxel size throughout the duration of the sim while using the sparse solver? Thanks, Luke
  6. Fun to have and modify on the fly .import in .ply https://zhuanlan.zhihu.com/p/94030034 https://ephtracy.github.io/ Endless possibility
  7. Hy there, i dont see my pyro source after rasterizing a very small scale box (0.02). Sim is working but i wanna see my source volume. is it some kind of visualizing problem?
  8. Hi guys, Does anybody here on the forum can point me out towards voxel-printing topic related threads on the forum, if any? Secundo; are there any folks out here with some experience on the subject? For those unfamiliar yet interested in the subject; https://www.media.mit.edu/projects/making-data-matter/overview/ A few noob questions regarding voxel-printing in houdini: can you import a stack of png/bmp files in Houdini and create a voxel geometry? can you import, let's say an stl file, and export it as stack of png/bmp files? Final question; Is there anybody out there interested to collaborate on such a Houdini setup? Thanks for looking into it, cheers! Fred
  9. Hello I am trying to mix/combine the density and colour of two different VDBs into one VDB in Houdini (image 1, file attached). For the most part, this is working as desired but there are two main issues: 1. Pink fuzzy edges around the blue VDB - How do I get nice clean edges where the blue VDB smoothly fades out to transparent? (image 2) 2. Blue VDB does not go all the way to the border of the pink VDB - How do I make sure both VDBs finish on the same outside border? (image 3) I have tried adjusting the voxel size, changing the set up of the VDBs (ie. the exterior/interior band voxels, fill interior) but I can't seem to get it working the way I want. Can anyone please help me? I have only been learning Houdini for just over a month so example files would be helpful. Thank you! Mix VDBs.hip
  10. Hi guys, I'm working on some pyro simulations which require dense fluid look. I have to crush the density remapping to achieve the dense look. But the banding issue appears. So I'm thinking is it possible to subdivide each voxel to 8 small voxels and interpolate the density value? Thanks!
  11. Hi Guys, I just started learning about smoke simulation. I am trying to create a tornado simulation using smoke solver instead of Pyro. I followed the custom force tutorial from Ben Watts. The problem that I am facing is that when I start my simulation, after a while the smoke spread out and remains floating and it doesn't follow my velocity field. How can I get it to follow my velocity all the time, or is there anyway to kill the smoke based on their age? I have attached a quick preview and my hip file. Thanks, Preview.mp4 Tornado_test7.hiplc
  12. Hi everyone, I am working on a smoke simulation and i have imported my collision object with source volume into my Pyro sim. No matter how much I increase the smoke divisions as well as reducing the voxel size on colliding geometry I still get jagged edges when smoke interacts with it. I have attached a screen capture here to make it more clear. Is there any way to smooth the jagged edges or am I missing something in the process? Any tips would be greatly appreciated!
  13. Hey friends: When I used maya, there was an option called "smooth" that I used in maya fluids. You know how voxels are boxes, so "box" like artifacting can appear. Smooth would render the corners and smooth squarish look that the voxels had, getting ride of the voxel-like appearance. Is there a way to do something like that in mantra? Thanks
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