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ssh

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ssh last won the day on February 1

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  • Birthday May 25

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    Sergey
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  1. Hi Carlos, As far as I remember this geometrical model assumes infinite waves. However, for practical reasons it's good to have it disappearing. I've made updated version, check "Max Distance" parameter. ssh_kelvin_wake_v02.hipnc
  2. Sure. Attaching file for Houdini 17. This should work in Houdini 16 as well. Let me know if something does not look right. ssh_kelvin_wake.hipnc
  3. Hello, Here is short video showing how volumes can be used to shade and texture semi-translucent organic things. Volumes For Organic Assets This approach allows to achieve close-up realistic organic look for semi-transclucent assets where SSS or colored refraction is not enough. An object with UV's is converted to signed distance volume with UVW grid. Then volume is used to set density and perform uv lookup in rendering. This way density can be adjusted by depth. I.e. not so dense near the surface and very dense at the core. Or not very dense, then dense patch like island of fat, then not dense again. UVW grid is used to texture volume. Different textures can be used at different depth. This approach allows very flexible yet powerful way to place any texture at given depth. Texture X at depth Y. I.e. big veins are 5mm under the surface. This approach is best for close up organic hero renders where SSS or refraction are not looking good enough. Attaching example file volumetric_textures_example.hip
  4. Made an updated version for Houdini 16, should work for H15 as well. Wake deformation done as point wrangle. Get the scene file here: http://www.shlyaev.com/files/hip/ssh_kelvin_wake.hipnc To see source code look onto point wrangle node.
  5. This turned out to be an Orbolt glitch.
  6. 2*pi probably comes from the fact that Mantra expects probabilities expressed in hemispheres as well as other render engines do. Surface area of a full sphere is 4*pi*r^2. Surface area of hemisphere above the shading point will be half of that, 2*pi*r^2. Since it is unit hemisphere, we can ignore r^2. So it is just 2*pi.
  7. It was done in 2011 for Mantra micropoly. Using ggx bsdf that I've implemented by myself. AFAIK, Houdini does not have this model built-in at the moment.
  8. Hey John, That video is actually from Mantra. Edit: I've updated Youtube video's description mentioning that it is Mantra.
  9. That's cool Ian. The other approach to bubbles in the flow may be using reseeding in flip solver. Playing with oversampling settings to get different sampling settings for the surface and interior of the fluid gives cavities as well. That trick is working great in Naiad (https://vimeo.com/47556195 skip to the end of the video).
  10. Just to add: anyone interested in airfields can download setup from Orbolt. http://www.orbolt.co..._with_air_field Also it was discussed here at Odforce as mentioned by edward: http://forums.odforc...e-of-air-field/ Edit: In terms of simulation speed, latest version of my setup does not add significant overhead for final resolution sims. I.e. when simming tens of millions points it takes same time to compute a frame as without the air field.
  11. This setup is now available via Orbolt asset store. http://www.orbolt.co..._with_air_field
  12. Do not know about the default fur. In my shader they are used for the purposes of light linking. So you can choose which lights are illuminating hair and which are not. Categories are passed straight to illuminance loop inside of shader. For more information on this please refer to the docs: http://www.sidefx.com/docs/houdini12.1/light/lightandshadowlinking#categories http://www.sidefx.com/docs/houdini12.1/vex/functions/illuminance
  13. You need to set light categories in shader as well, so it knows which lights to pickup. Take a look at the attached file. ssh-marsh-light-cat-prob.hipnc
  14. Can you please post an example file so I can check and fix it?
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