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mosssi last won the day on February 7 2022
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About mosssi
- Birthday May 26
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http://www.fancy3d.net
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mossssi
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Mostafa Kh
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Tehran
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Hi there, I made a scene for simulating a piece of rope with the help of Vellum objects. Although it looks great, I noticed that when I use a polywire sop there is a lot of twist motion that makes the rope behavior unnatural. I posted the scene here so if anyone is kind enough to look at it and give me some suggestion for fixing the rope yaw rotation. thanks in advanced. RopeSimulation.hip
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Good point, I never thought about using a simpler SOP for meshing fluids. I used Particle Fluid Surface SOP for that, actually if you missed it I attached the hip file in first post. Thank you. I will test this now.
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Hey snoot, I tried turn filtering off but my mesh is still flickering and holes appears in random places, so I guess it's not the problem here. but about sop solver you may be right. I will add a wrangle and set the force of particles that are close enough to their final position to zero. If you have any other idea about achieving a smooth mesh I will happily hear. Thank you
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Hi guys. I'm trying to achieve a covering cream effect with Houdini flip and I have two issues here. As you can see in the hip file I used a Pop Attract DOP in my simulation. One of my problem is though I append a Drag DOP the flip particles won't stop in a smooth fashion and it jitters all the way to the end. Also when I mesh my sim I can't prevent my flip to build random holes. Can you help me to fix those problems please. AttractingFlip.hip
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Hi Andrew I don't know if you need actual Flip or just a deforming grid for ocean. But I think you should look for Ocean Spectrum and Ocean Evaluate nodes which can totally create a sphere ocean. Let me know if you need more help.
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I don't know why but when you promote the path parameter and use the expression outside of the vop it seems ok. So that's it.
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Hi everybody I want an animated texture map in my shader and I assume a $F is the way to go but unfortunately the texture vop just raise this error: "Cannot have channels which depend on time." Although the path evaluate correctly in texture node the render sticks to frame 1 texture. So what am I doing wrong? Thank you.
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Thanks man, you saved my day. I managed to do what you said and it's interesting in look but the noise is really expensive to reduce. So I will try using point lights and driving the intensity and color by area of the polygon flame or maximum of sampled heat attribute and see if it works properly.
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Hi Juraj and thanks again. yes I didn't now that both mesh and light should be visible to arnold, although I couldn't render a full emission mesh but I turned of camera ray on mesh and now I have just fire light. and about what you said about sampling heat, I didn't get it exactly. do you mean that I should use a volume VOP and sample the heat or temperature onto some random points that I scattered inside the volume itself and use those points as fire source? if it is could you tell me how should I use points for lighting? thanks man
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Thank you Juraj, I looked at those pages before and I think I did everything right but actually I'm trying to light my scene with fire that I have and I thought mesh light is the best way for lighting the scene (fire to poly). So what can I do to replace my fire because of the noise that you mentioned?
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Hi guys, I'm testing Arnold for Houdini and I noticed that mesh light doesn't work in any condition. So do you think there is a way to recreate a mesh light with Arnold light shader? Thank you
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Hi guys I have a flip tank simulation from ocean surface and it has a displacement map created from the ocean below. So as I render the flip object with mantra when "Allow Motion Blur" is off everything is OK but when I turn on the "Allow Motion Blur" it can not create the displaced geometry in render time and it takes for ever although cpus are on 100% load. And I should say the "Allow Image Motion Blur" is off and I just want motion vector pass from rendering. I tried different rendering engines and raytrace motion blur but no change. I try to create a small hip from that now. I would be really thankful if you can help me with this problem. Update: I added hip file and sorry for the size. ForumFiles.rar
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- mantra
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I mean check the alpha value of the pixelated area. usually it's something between 0.05 and 0.01 so it won't add pixel effect to your composited image.
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That's what I have too. This is what happens when you convert vertex uv to point uv and it's not simple to fix. Let me work on that tomorrow.