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avivbarami

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    Aviv
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  1. Hi, I'm sorry if this is more of a Maya question than an Houdini one, but I'm trying to get custom attributes that I created in Houdini (say a vector named v1) to render in Maya, using Mental Ray. My geometry has changing topology, so my first thought was to use an alembic cache, and it did work, but I can't figure out how to pipe the extra attributes into a shader for rendering.. Maya doesn't recognize them as extra UV sets or color sets, and the only evidence that they're there is the "Extra Attributes" section in the shape node of the object. Importing it back to Maya shows that the data is indeed there. I'd appreciate any hint on this, Thanks.
  2. Hi, I'm trying to render smoke (scaler field) with color mapped to it's density values, much like I'm getting in the scene view with the volume visualization sop. I couldn't find a quick way to map it in the same way with the built in mantra shaders, and it doesn't seems like I can render the volume visualization sop modifications directly. What is the best approach to do this? Should I create a Cd volume? Should I map a gradient to color values? Is there a way to get the vol. Vis values? Any help would be appreciated, Thanks.
  3. Thanks a lot for trying and for the idea, it may just work for what I need! +1 for hoping that they'll add this in a future release.
  4. Hi Atom, Thanks for commenting. I tried using the file from that thread, and switching over to FEM, but it looks like the FLIP just won't interact with the FEM object.. Is a 2 way interaction even possible..? Here's the modified scene in case someone want to take a look. ap_flip_tank_FEM.hipnc
  5. Hi, I'm looking for a way to create a 2 way interaction between a FEM object and a FLIP simulation. The feedback is on (and very high), the density of the FLIP is way higher than the the FEM object, and I tested with a range of particle separations. I found a thread from a couple of years ago: that suggests the usage of "Fluid Force" node, and it even has files attached, but I can't recreate this floating behavior in a new setup in H15. Am I missing something basic? I'd appreciate any light you guys can shed on this. Thanks.
  6. Hi, I'm trying to figure out how I can emit the same "granular soild" multiple times, and have it inherit the original geometry (before I turn it to particles and send it to dops). I tried using the shelf tool and changed the object's creation time and the source's impulse activation to ($F + 9) % 10 == 0, and everything simulates just fine, but I can't see how (and if) I can use the "point deform" setup that the shelf created to deform a copies of the original geometry.. Is there a better way of doing that? Can I somehow imbed my geometry like in FEM? Here's a successful example of what I'm tring to achieve: https://vimeo.com/groups/72092/videos/136186836 Appreciate the help, Thanks.
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