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Lunarcy

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    Ian
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  1. Thank you for the reply. I managed to fluke the solution before I saw your reply. I was using a beach tank which automatically set up collisions for my beach geo (which didn't have this problem), so I just imported my problem geo and merged it with the beach geo. Problem solved! I recognise how easy this would be for you guys but Houdini is still alien for me right now. Cheers
  2. Hello guys, I'm pretty new to Houdini and I heard this is the best place on earth to get some help. Please bear with me. I have a closed static RBD object in a flip fluid tank (ocean FX). The tank is filled with particles, and on frame 1, so is my static object which I don't want. On frame 2, all the particles are pushed out of the static object and begin falling into the fluid affecting the simulation. Is it possible to begin the simulation without having the particles inside the static object? I hope I'm not being too vague, Thanks
  3. Thanks for getting back to me guys. As simple as your solution sounds Pradeep (and I'm sure it is) it was still beyond my capabilities! I did what you said (or so I think) and the result was a mess. I think I'll leave Houdini alone for a while and go back to max / Fume FX. If I ever go back to Houdini I'll make sure I spend a good few months learning right from the beginning. Cheers
  4. Hi Guys, Hello, I've heard this is the place to be if you're a Houdini user and I'm hoping you may be able to help with something. Please forgive my ignorance if my question or situation seems silly. I've just started to experiment with Houdini and find it very difficult to adapt to the node/network system. I'm used to using 3ds max and cinema 4D. My task is this: To create an evolving cloud system. Now, I've been using the Cloud FX tool for some basic animation, and this is great as a simple preset, but to create a cloud from nothing and for it to grow and evolve I have been using the Billowy Smoke shelf tool. I have been getting some okay results with this and think it is the right tool for the majority of the task. The problem I have is that when creating a Cloud FX rig, the lighting setup is automatically added, and this is what gives the clouds a realistic look. Specifically the Cloud Light node I think. Now I have not been able to transfer that light setup to the Billowy Smoke method I have been playing with. I literally have no idea how to do this as it seems far too complicated for me at this stage. I don't know if it's as simple as plugging a Cloud Light node in to part of the network or if I have to do some complicated network creation. In summary, how does one apply the lighting of the Cloud FX rig to a Billowy Smoke plume? Could anybody point me in the right direction? Even telling me I'm well out of my depth would put things in perspective! Like I said, I'm a total newb, not to 3D but to Houdini. Many thanks
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