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jsunandmax

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    jason
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  1. Thanks, I didn't actually have all those videos/links....I figured out how to remove the smoke, thanks! i've read quite a bit on pyro, and done a ton of tutorials on youtube/vimeo....but have not found this exact problem re: noise in the render. Here is my scene....much thanks; great community! pyro_test_2_04.hipnc
  2. hey guys, i'm new to pyro but starting to get some results. The image below I used Smokeless fire and I have two questions: 1. why is there so much smoke (since i used Smokeless off the shelf)? How can i remove it (I understand it's necessary for the sim, but how can I avoid RENDERING it?....or ideally even computing it if possible) ? 2. why is it so.....pixelated / noise looking in the render? It's not smooth and silky it's all points. I've messed w/ some of the Mantra settings but no luck.. Any help on either topic greatly appreciated, thanks!
  3. I was trying to stay away from volumes just because of cost/compute time. I could swear i saw a tutorial somewhere (but forgot to bookmark) that had particles forming nice tendril & wisp type shapes instead of just spreading out all over the place. Related question: what are common methods for rendering particles? Besides using them to drive volume sims and besides converting them to metaballs....i'd like to get some nice renders of 'just particles' but for some reason just fiddling with the 'disk size' and the 'blur amount' (in the render SOP) and throwing a constant (or even clay) shader on there doesn't really yield great results. I'm sure some DOF would help, but my particles just dont look as great as something like this amazing work: Any help with the render side of pure particles greatly appreciated also... ps. Since posting, i'm looking at the POPS Advection by Volumes but I'm having trouble knowing where to hook it up to my pyro sim.....anyone have screenshot or suggestion on this?.
  4. I'm hoping someone can point me in the right direction. I'd like to get my particles to 'clump' or 'bunch up' into thick strands, sort of like ink underwater. http://es.123rf.com/photo_8829033_tinta-azul-bajo-el-agua.html i was starting to get some DECENT shapes with the older POPNET curlnoise, but it doesn't seem to be available with the new POPNET? I'm grouping the particles into 4 groups with different drag values and that helps some, but i'm not getting that nice wispy coalescing i'm looking for. I tried interact particles thinking i could get them to move towards eachother if they were close enough, but couldn't get that to work.... Also, i'd rather not use vortex filaments since i'm generating their overall paths procedurally... thanks in advance! -jason
  5. thanks for the review, i will pick it up; I'm going deep down this particular rabbit hole....thanks!
  6. hey Netvudu, thanks, i stumbled across that last night and almost picked it up....do you have it and recommend it first hand?
  7. Thanks Anim, .mid is probably the best approach, but are those files EVER available for great music like....Marilyn Manson, Massive Attack, Purity Ring or Gladkill? I suspect your right re: audio world......this quest has lead me to something called FL Studio, which i THINK can do some separation (at least as much as i need), and it DOES have a bunch of songs that come with it that are pre-seperated, but my real goal is to feed the machine ANY song and have it react to the music. So far getting great results based solely on Amplitude...but not much else. Thanks,
  8. Hello, i'm relatively new to Houdini and have been working on creating animations using 100% procedural audio. I have done the great tutorials of Peter Quint and I have some basic stuff happening. Super fun and I'm loving it; hope to post some WIPs soon. My question is related to separating out various instruments. I have struggled and struggled with the pitch SOP with very little success. My goal is to have different 'instruments' (say voice, or guitar etc.) drive specific objects/channels but i'm having a really hard time 'pulling apart' the music. Are there any tutorials or known 'best techniques' for doing this? Obviously, if i had the source tracks pre-mix down that would be ideal, and i've started to poke at some music software that has this for CERTAIN tracks, but most commercial music is not available that way; i'm stuck w/ already mixed .mp3 and .flac. ANY help greatly appreciated here, thanks in advance, jsunandmax
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