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Mr. Green

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    Aiden
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    Vancouver, BC

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  1. Just a thought here, you can force the Quadro drivers to run on a GeForce card and they work brilliantly. I do this on my computer at home and doing so solved countless errors in Maya to the point that Maya was unusable before I did that.
  2. Hello wizards, I've been simulating a big giant dust storm and so far it's going great. I've cached the medium res simulation, but now when I try to use the upres part it fails the simulation on a very specific frame every time. The merge node in the upres_pyro_sim node flags out an error and says this: "Tried to load an invalid simulation state file." Do you guys have any idea what that means? Do I need to recache my medium sim and try again or something? If it would help I can make the file available for your perusal. Thanks.
  3. Thank you very much for that example. You have finally enlightened me on how to add velocity to the fluid. I have a question though. Why did you convert the sphere to a volume, and then scatter points on it? Why not just use the sphere as the source?
  4. Thanks everyone for getting back to me. I got busy and haven't touched Houdini in a while so that's why I didn't respond right away. So I tried this method and it's still not giving me the results I am expecting. Based on the number I'm multiplying by the pyro should be shooting out "really far" from the sphere by now, however the density doesn't seem to be affected by the multiplication at all yet. I attached a screenshot to show the VEX network, so maybe someone can point out which connection should go where. Thank you very much.
  5. Hi, I have a quick question for a problem I can't figure out in Houdini. It seems simple, but yet I can't wrap my head around it. How do you emit from an object and push/shoot out the fluid density of a pyro simulation along the emitter object's normals? I know you can "add velocity" along a specific axis in the velocity tab of the Fluid Source node, but that shoots everything in one direction. What if I have a torus but want to shoot everything away from the torus in an even manner? Is this possible in Houdini? Thanks, Aiden.
  6. I am still a relative beginner in Houdini, but I recently learned how to make a procedural lightning field from a tutorial I bought recently. Basically, the gist is you can create a lightning bolt from moving objects that reach to the nearest point on another object within a specified distance. You can see the effect in this video I made. I am going to expand on this technique beyond what the tutorial taught me, but it was a really great lesson and I'm happy to share it with others. Once you understand how this effect is made it's easy to see how scalable it is and how to apply it to other objects (ie...a spaceship's landing gear contacting the ground or something). Vimeo: Lightning Field boltdrones_005.hip
  7. Just wanted to say thank you for sharing the file. This is a huge help for me because I am learning Houdini and being able to pick apart what you did inside the program is wonderful.
  8. Thanks for that information. If the VRAM is most important than a workstation card certainly isn't the way to go as they "usually" have less ram than a gaming card price/price. Case in point, the new Radeon 7950 has 3GB of GDDR5 RAM, whereas a comparable FirePro card in the price range only has 2GB. Also, the Radeon works off PCI-E 3.0 which is much faster than the FirePro off of the PCI-E 2.0 .
  9. Hi, I'm building a new LGA2011 system and I'm going to go with the 3930K CPU but what I'm not sure about is what graphics card to get. I do a lot of simulations in H11 and what I'm wondering is just what benefit will I get if I get a FirePro or Quadro card for this specific purpose? Do the workstation cards help me simulate fluids faster, or will a Radeon or GTX card work just as well? Thanks for the help.
  10. Wow, ok, thank you. I feel pretty stupid I missed that. That was exactly what I was looking for and now I am able to emit smoke from the particles. Seriously, thank you!
  11. Hi, I'm relatively new to Houdini (using v11) but I'm coming from 4 years of Maya as an FX TD. There's one problem I'm currently having that seems simple, yet it's perplexing me beyond reason. What I'm trying to do is emit smoke/pyro from particles (POP solver). In maya it's pretty simple, you select your particles and tell them to emit fluid. In Houdini what I tried to do is load the POPs into a Geometry node and then use that as a source for the pyro, but this doesn't work as nothing emits. In the applysource node it lists the correct geometry node (the particles) but alas it doesn't work. I searched around this forum and found some examples of particles doing just that, but what I can't figure out is HOW to set them up. I attached the example I found on some thread from here you can see what I am trying to understand. When I look through this example it's not setup the way I have learned Smoke systems to be setup. There is no applysource node after the smokesolver in the AutoDopNetwork. Also, there is a DOPImport node after the POPnet node.....why? In the POPnet node there is an advectbyvolumes node at the end.....what is this for? I guess what I am looking for is someone to explain a few steps on how to source the particles into the DOP network and use them to emit the smoke. I'm sure it's pretty simple, but I'm just not getting it. Thanks for your patience. particles_into_smoke_3d.hip
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