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fencer

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fencer last won the day on March 10

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    Paul
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    Minsk, BY > London, UK > Montreal, CA > Vancouver, CA

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  1. Not sure I understand, what I see is two different initial shapes for density and temperature, probably this causes the issue. pyrobakevolume/volumevisualization could clamp final output by density or so.
  2. gasresize should do the trick advectingVel_v02.hip
  3. It was a damn great adventure. Took a while to create, stretched out for half a year with interruptions for months, almost give up several times but have finished. Love what I got, despite of there's always room to improve, H19.5 and XPU is a fight, hope more fun to play with H20. Need a new idea
  4. In this case you will lose correct density masking. Simply turn off Scatter/Fire in the shader. There is an easy trick as well, you can duplicate explosion and use first for matte, second for light. matte_volume_XPU_v01.hip
  5. I guess you see is emission in the matte mode.
  6. Are you sure you're getting what expect? Matte is masking by object (will be empty space instead of object), Phantom keep object behind and add shadows from phantom object.
  7. rendergeometrysettings Primitives > /object_path/ Shading > Holdout mode > Matte
  8. Did you try not to override "id"? If in the beginning you already know target id, you need to move this point towords target with no changes, right? I just checked "tgt_pt" and "pos2" and they change every frame, they not suppose to be constant all time?
  9. Should be simple with sop. bouncing_ray_inside_a_curve_v01.hip
  10. No the "Make it approved" button, again.
  11. Try to extract transform for rigid element and replace with transform pieces for high res. For soft go in loop per element to point deform.
  12. Free time project, WIP. Houdini (Karma XPU), Nuke. 14/20 shots done.
  13. I guess it's about Unreal, for example orient, XYZ might be different in Houdini, check proper export for geometry if it's not baked.
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