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jordancario

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    Jordan

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  1. I am not too sure what the shelf tools do but I went back and put a much more detailed explanation of what I am doing in the VOLUME_WORK geometry node on some sticky notes, so have a look and hopefully this will give you a better understanding of what each node is doing. The purpose of this technique is to do as much work at the sop level context as you can so that you aren't making you smoke simulation do all the heavy lifting. There are multiple way to getting this to work so don't take this as the only cut and dry way of achieving this. odforce_help_file_002.hipnc
  2. In general, when dealing with any fast moving volume source, you need to make sure that either you have a well interpolated source or that you are allowing enough substeps for houdini to process the source to eliminate some of the stepping. Since putting a lot of substeps on you volume simulations isn't always the most efficient way of doing things, my go to would be to interpolate my source. You could do this many ways but the easiest that comes to mind is by using either a trail sop or doing a particle simulation on your debris pieces. This hip file should give you a rough idea on what im talking about. odforce_help_file.hipnc
  3. I asked some of my instructors the other night about this and they were unable to answer me, but I was wondering if someone would be willing to give me an explanation of scenarios in which you might use a complement rather than a negate. I know what the two different operations are but I was hoping someone might be able to give me an example not of what each do but why you would use one instead of the other.
  4. is there a way to scatter particles on the ground and have them controlling the effect, while being driven by a fan for the initial look and then somehow source the partcles movement to a smoke setup?
  5. wow thanks for the quick response!
  6. Hey, Im a vfx student right now and I've been trying to learn houdini on my own for the past little while. For a class project I need to be able to have dust kick up from the ground for a vehicle landing, a rotor wash type effect. I was hoping smoeone here would be able to give me ideas on how I can at least get started.
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