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Damo

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  • Name
    Damian
  • Location
    Lincoln, UK

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  1. ok I think I figured it out. I was generating sim files using the output node then ticking "playback simulation" on the DOP. I've now inserted a file node and pointed that to my sim files in the DOP network. the file dependency checker now wants my sim files and they got copied with the hip. This is the correct way about it / is there a better way?
  2. I'm taking a look at Hqueue, I can get it to render just fine to my small farm by using the "Copy Project Files to Shared Folder" method. What I can't figure out is how I can include my simulation cache files as part of the submission. Since I've gone to the trouble on my main workstation of caching the simulations to SIM files why not use them in a distributed render? The file dependencies prior to submission shows the sim files in green, but required is un-checked. Checking required shows "Files that are missing cannot be marked as required". They are not missing. I've also tried copying the sim folder manually to the shared folder on the server to no avail. Any thoughts? D
  3. that has certainly smoothed things out. Thank you. I take it that it is just a fine balance between blurring the voxels and seeing the voxels through a bit of trial and error (and experience)?
  4. Ah, thank you for the explanation.
  5. Hi, I'm rendering out a pryo effect, I'd like it in a reasonably good quality / resolution. I don't seem to be able to figure out how to do this. My Pyro division size simulation is at 0.05, which I believe is a reasonable value for a good quality volume. However looking at my render output it's quite blocky, so I suspect there may be a value in mantra I'm not understanding. Images and hip attached. Have I configured mantra wrong or do I need to revisit my pyro effect? explosion1.hip
  6. Damo

    smoke for comet

    great this is more like it. Now to rework my shader. Thanks.
  7. Damo

    smoke for comet

    In my scene I have a comet which is flying over a city. I'm having trouble getting the smoke from the pyro to stay on the path the comet passed on rather than flaying out. The smoke from a comet in my mind stays on the original path the comet took, but I'm having trouble getting this effect. How can I 'narrow down' the smoke trail? fireball_1.hip
  8. I have a video file which I have tracked (PFTrack) and imported into Houdini. The video has a bridge in it which I am creating a crude replica for the purposes of creating some collision geometry for a pyro effect. The collision is working fine with pyro, however I want to: Not render the collision geometry (so I deselect it, no problem) Have the collision geometry mask the pryo smoke as if it were rendered in the scene I.e. The smoke starts under the bridge, collides and works its way to the edge then up the side. I don't want to see the smoke until it gets to the edge. but without the geometry shown, it's just on display in the scene. How to I get the geometry to hide / mask the pyro effect?
  9. On my mouse I have a button which I can use in Windows to go 'back' This works while browsing webpages or when in Windows explorer (file system) I would find it really handy to be able to use it in Houdini, to navigate back up the node tree. Can this be configured in any way?
  10. I'm pressing escape, but the problem remians in various ways after resetting the simulation back to a previous or first frame.
  11. Closing and opening the scene tab doesn't really improve it. However I'm learning to live with it by advancing one frame back (or forward) and that clears it for a while. It's not just me then.....
  12. please remove, I realised my mistake.
  13. Damo

    Pyro Collision Help

    never mind, I worked around it.
  14. This is starting to get annoying. After a stop a simulation manually, more and more frequently the model turns this odd black patterned texture. The only resolution is to restart Houdini. Full functionally is retained, it's just bizarre. Any ideas? Spec: i7 4770k @ 4.2Ghz 32GB DDR3 GTX 970 All SSD Drives Houdini 14.0.395
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