Jump to content

olajay

Members
  • Posts

    8
  • Joined

  • Last visited

Personal Information

  • Name
    Ola

Recent Profile Visitors

924 profile views

olajay's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. Okay, I found out you can set wireframe color locally on each object, but how do I set the global color, and why does it sometime change from dark grey to light grey? :s
  2. Hi guys, From time to time the wireframe turns grey when I'm working, and I have no idea why it does that. Theres no wireframe color option in the viewport options as well, that I know of. O.
  3. ah, that makes sense! I was thinking the wrong way. Thanks! I'll dissect your solution to get a better understanding of how you computed the normals. Ola
  4. I figured it out using the point expression and rotating the normal 90 degrees for some reason.. Why is that? Attached the solved hip. dirvector_help_solve.hipnc
  5. Hi all, I'm modeling a procedural house where i am controlling the dimensions of the house from points in an add sop. I'm duplicating panels around using the points positions and clipping them. However, where the roof declines, I want to drive the clip plane sops direction from the point normal between the two points defining the roofs direction. I have no idea how to proceed as I am fairly new to Houdini. I have attached a simple example hip. All help appreciated :-) Ola dirvector_help.hipnc
  6. Am I the only one who can't access the website today?
  7. Hi all, I'm new to the forums and have been learning Houdini for the last 1-2 months. I've totally fallen in love with Houdini's procedural workflow and was surprised how intuitive and logical it feels contradicting my beliefs :-) Anyways been trying to make a smoke sim of a cannon fire. Only the smoke, no burst of fire (ill add that in comp). Problem I'm facing is directing the smoke the way I want. Tried making the inside of the barrel a volume and pushing it out with forces and a RBD sphere. This way its hard to get the timing right, smokes too slow and it gives a ugly mushroom shape. Looking at this clip: https://www.youtube.com/watch?v=5bYRc0nm8WQ&t=1m5s the smoke fills the front of the cannon instantly, making me think I should combine two sims; one that's the shape of the the large diffuse smoke, and one more billowy blown out of the cannon. Then write to disk and time-warp and offset as needed. So questions are as follows: Could I model the initial shape of the big diffuse smoke as poly in front of the cannon, make it a volume and simulate it to blow away (no emmision)? What is the best way to add velocity to the thicker smoke coming out the barrel? forces? Anyone done something similar have any tips for making this effect? How to avoid the infamous mushroom shape? I'll see how far i get with the "two-sim" solution tomorrow and post my findings. All the best, Ola PS: I'm aiming for a less dramatic effect than the one in the video. Less smoke, but still realistic.
×
×
  • Create New...