Jump to content

soomld

Members
  • Posts

    8
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://www.danielsoo.com

Personal Information

  • Name
    Daniel
  • Location
    Los Angeles
  • Interests
    Fx

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

soomld's Achievements

Newbie

Newbie (1/14)

  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

1

Reputation

  1. I managed to bring in my vel field from outside by using a smoke object then a merge with the cloth inside dops. Under the "External Velocity Field" in the cloth object I entered "vel"
  2. update: calling in fbx load as agent primitive sop then exporting as .bclips seems to work in merging the clips to a single agent!
  3. Hey All, I just have a crowd workflow question. so I have bunch of fbx files with different animations and I have been loading them in with Houdini 15.5 agent node fbx load feature (https://vimeo.com/181696549). It is really fast and clean however, I have to use multiple agent nodes to load my fbxs' in and Houdini is recognizing it as multiple agents but it should a single agent with multiple clips. Is there a way to merge all of the fbx load to a single agent or is post export .bclips will be the only way?
  4. Hi all, I was wondering what is the workflow is like for having geometry interact with clouds. Currently I am using a volume sop/vop to build my clouds and using the smoke solver for the rbd to interact. Am I on the right track?
  5. Hi all, I have been learning to use bullet sim for the past few weeks and was trying to add thickness for my breaking teapot. I have unchecked "Create Inside Surface" at the Voronoi fracture node to remove the insides, but currently the surfaces are paper thin. I have tried all the extrude nodes, but my surface points seem to get wonky. I am also wondering if there is an effective way to auto freeze the small pieces from rolling around, I have tried some solutions from the forum but it haven't completely stopped it. I am guessing it is a drawback for using bullet sim or I shouldn't be cracking the geometry into really small pieces. I have attached a picture and file too Thank you! voronoi_v002.hipnc
  6. soomld

    Pyro FX Render

    Thanks for the reply Daniel and Jonathan, I tried the solutions but I'm still having no luck. >< I tried opening my frame sequence in fcheck and it colours seems fine. Oh, I just tried to ignore alpha in the Interpret footage in AE, the colours is back. Is there some alpha settings I'm missing in Houdini?
  7. soomld

    Pyro FX Render

    Hey, When I render my Pyrofx scene the colours look fantastic in the MPlay window, but when I output the frame and bring it to After Effects for composite the color info seems to be gone and some parts gets transparent. I tried different format such as targa and tiff and also tried 8bit and 16bit but still the same. I been searching for solution in OD force forum and houdini forum but cant seem to find anyone else having this problem. Do you know what have I done wrong here? Thanks
×
×
  • Create New...