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John Pilgrim

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    John
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  1. Thanks Marty! Fixed and rerendering now (on a single machine, as the others aren't available)
  2. PS: The hip file was created on MacOS. When I open that hip file on a Windows box, I get the following message Not sure if it's meaningful or not.
  3. Thanks Marty. You should be able to right-click and choose Save Link As... to downlaod the movie, to step through it in your viewer of choice. The original Mantra render was a TIFF sequence and has the same issue as the MP4 linked above. What leads you to think the reflection is mission on OSX? The OSX box is what I'm working on and all my IPR's have the reflection... Please do explain a bit more about the "path" you are referring to. John
  4. I'm rendering a particular scene from a Mantra render node with the following command in the Main tab mantra -H 192.168.2.64,192.168.2.63,192.168.2.110 The three machines are all running the same version of Mantra but one is on MacOS and two are on Windows. The result is http://johnpilgrim.net/reference/houdini/jenga_20150407b-07.mp4 The issue is with the reflective sphere. Note in the video above how the reflections drop in and out from frame to frame. The material on the sphere primitive is an unmodified /shop/chrome and the rendering engine is PBR. I'm still getting up to speed on Mantra, so please forgive me if I'm missing something obvious. What's the cause of the inconsistency? What's the solution? Thanks! John
  5. Indeed! I attached my hip file to my OP, because I know it's pretty much mandatory for debugging, but the attachment doesn't seem to have worked. I did solve the issue myself by replacing the copy SOP approach with a RBD Point Object. jenga_20150407.03.hipnc
  6. What am I doing wrong? The intention is for all the boxes to behaving independently in the RBD sim, but instead they maintain their position and the "sphere" acts as a single object. Thanks in advance! John
  7. Thanks for the resplone Gui! I did already understand that much about CHOPs. My question is more about VEX and shaders and how to make a radial texture like this from that CHOPs data. The greyscale value at a given radius would proportionate to the audio level at a given time, with the appropriate biasing and scaling. The texture would animate frame to frame, the pattern moving (radiating) outward, following the audio waveform.
  8. How would one make an amimated texture using an audio file input via CHOPs and, I'm guessing, VEX? I'm trying to make a 2D representation of acoustical waves radiating through space from a source. My thought is to take an audio input file, slow it, bias it so the zero crossing is at approx 50% grey (for normal air pressure) and the gradient varies from 25% grey to 75% grey showing the comrpession/rarification of air pressure transmitting the sound. I'm just not up to speed on VEX or shader writing to put the remaining pieces together. (I always seem to pick these very ambitious tasks as a vehicle for learning Houdini!) Thanks for your assisntance and guidance! Best, John
  9. OK, maybe I've answered my own question, but I'd love to get feedback on it or input on other approaches: ee_pyro_age_mask2-fixed_WORKING_ns2_v4.hip
  10. Just getting started with VOPs. Based on eetu's example in this thread http://forums.odforce.net/topic/17587-hide-emission/#entry119560, what would be the appropriate VEX nodes and strategy to implement the following pseudocode to revise the VOP SOP eetu wrote at /obj/import_pyro_build/volumevop_age_mask? if age < srcmin: density = 0 if age >= srcmin and age <= srcmax: density *= fit(age,srcmin,srcmax,0,1) if age > srcmax: density = density Here's the Volume VOP as eetu wrote it: I can understand how the above works, but am having trouble figuring the right nodes to revise it to achieve what my pseudocode would do. Thanks! John
  11. Thanks for the reply! I'm sorry if this is a nube issue but I'm having trouble seeing in the Scene View any result of the import_pyro_build. If I view the AutoDopNetwork, I can see the visualization from the scalarfieldvisualization node. When the hip file in the thread you referred me to, I get this error (if it makes any difference): Let me know what I'm doing wrong. Thanks!
  12. I'm trying to figure out how to build a pryo sim to emulate the delayed condensation of smoke (actually steam) upon exiting a factory smokestack. Here is my reference image: http://footage.shutterstock.com/clip-3471176-stock-footage-three-pipes-with-a-smoke.html Note how the hot gasses are essentially clear upon exit of the smokestack and only turn white after some distance. What parameters would I need to adjust to configure this in a Houdini pyro sim. My question is specifically concerning how to set up the sim for the clear to white transition. For my purposes I do not need to replicate the refraction/distortion within the clear gas flow. Thank you so much for your help! John
  13. Sorry for another noob question. Let's say I wanted to make a graph of Y=LN(X) for the domain Y=1 to Y=65536. LN() is the natural logarithm. What's the best Houdini approach to generate all those points? Thanks in advance! John
  14. Awesome! Subnet worked! Thank you 'anim'! I'm curious, why should it take many tens of seconds, even a minute, for Shift-C to execute? Is there that much to do? I noticed the activity seemed to be single threaded, but still… No, scratch that, I didn't see much response in the UI so I must have hit shift-C several times, so they were subnested seven times over. Friday afternoon LULZ! Thanks again! John
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