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myke3d

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About myke3d

  • Birthday 06/09/1983

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    http://www.mykemendes.com

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    Myke
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    Montreal

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  1. and by the way... if you need good looking fire, you should tweak the ramp... is also good to advect the fuel with a gas advect field.
  2. check the mods I did in your first setup fastpyro_particletofield.hipnc
  3. avoid using fluid source. My advice for fast moving sources is using points, create attribute fuel, temperature, pscale and trail points to have v attribute. Then create a sop geo node in dops bellow your pyro object pointing to your points. put default operation to set always. then do particle to field nodes for fuel, temperature and vel (you should put attribute v and field name vel). oh... and in sops use a timeblend to have point interpolation. This way you have great results and super fast simulations without the need of caching your fluid source.
  4. can you please share the file to check?
  5. I just tested this in my laptop... is just an idea... good luck with the dev of the setup test_melt.hipnc
  6. Hey man. you can start with the melt object that houdini offers. Than you can use the heat within object. Then try to modify the volume that it creates with a vol vop and make some noise... you can animate the object from one side to the other and a turbulence can create a nice randomness to the melt. good luck
  7. Did you try using the suction force from the shelf? it works pretty cool for that.
  8. actually if you want to stick more increase the tangent scale... if you want to slide more along object put tangent low and normal high. you could also maybe create a custom force based on the surface vdb gradient but it would have similar results I think
  9. That's super awesome. Thanks Dave and lord Pazuzu... you guys are TOP
  10. Hi romanus... after 2 years I remembered about this post and got this solution. Hope it fits you. Is fast. Cheers DeletePercentage.hipnc
  11. Hi guys, don't know if it's normal... it's the first time I noticed it in particle surfacing using FLIP in Houdini 15.5. Well it happens only when I have compressed fluid and I try to surface it with the default particle fluid surface. All default settings and bammm... it gives me an error in frame 1, It simply don't finish the meshing... If I mesh it after frame 1 it works perfectly. Any tips? Actually it's not a huge problem... I can mesh it from frame 2 or sim it from frame 0 but I would like to know why it's not working. Cheers, Myke
  12. Thanks Ryan... well I think I found a good solution, based on what Igor said, but used this attribute I created in sops to control the areas... I can paint the values so its more artist friendly ... I used a mix after the texture node and the attribute as bias. I'm using the mix to then mix it with another displacement map. thanks
  13. Hi Jordi, I just sent an email to apply for the position. Cheers.
  14. Hi guys, I want to know how to control ocean displacement intensity. Like for example, I have this grid where I painted black and red. I want to have displacement just in the red area... use the Cd or the attribute disp_int (for example) as intensity multiplier. Another thing I want to learn is to have more than one displacement map combined... one with fast waves another more calm and so on... Cheers ocean_disp_intensity.hiplc
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