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Naeem

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    Naeem

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  1. Thanks guys!
  2. Houdini FX TD with experience working on films such at The Expendables 3, Automata, Survivor and The Legend of Hercules looking for new opportunities. CV available here.
  3. Hi Christian, What did you do for this? I would like to manually create the point cloud for the volume light as well. Thanks.
  4. I am doing with RnD with displacement on the pyro shader. The displacement for the most part is working as expected but I am getting some issue on the edges that I can't quite figure out. Please see attached image. I tried going lower on the displacement scale but the problem still exists. Any ideas? Thanks.
  5. Thanks for the suggestion, I'll give it a shot. Since the compression is happening from the gas returning to a steady state, I believe it would be possible to key the gas released to a negative value for a few frames and then make it positive again.
  6. I am trying to create an explosion like this http://www.youtube.com/watch?v=GmRASCHJe2Q (see 32 seconds onwards). It's a very fast and violent explosion and then after a second it compresses a little and just swirls around on the spot. I have pretty much worked out the expansion but I can't work out the part where the explosion gets pulled in. I tried using some negative divergence but couldn't make it work. Any ideas? Thanks.
  7. Hi everyone, I am working on a bullet hit asset for a project and am facing a problem. I've looked at the other bullet hit asset examples and they all seem to have a gun and an aim which generates the impact point. However, I want to have say a wall geo and the user should be able to select the impact points and the frames on which they should become active i.e the frame on which the wall should be displaced in the region around the impact point. Any ideas if this is possible?
  8. So I ran some tests and I believe I have found the cause of the problem. See attached images. When I simulate with Burn Rate set to 0.9 or 0.99 I do not get any artifacts. However, the same sim at Burn Rate set to 1 is creating artifacts. No idea why this is the case, really. Anyone have any ideas?
  9. Hey everyone, I have a weird problem with my fire render. I have some artifacts (the area around the rock inside the fire) and I have no idea what is causing them. Please see attached image. I am using a distant light with PBR and raytrace shadows with Blackman volume filter and filter width set to 1.25. I tried Micropolygon as well and it was the same. Any ideas?
  10. Naeem

    Push Smoke

    Ok I managed to figure it out using some custom velocity. For reference see attached file. Thanks. SmokeThrou.hip
  11. Naeem

    Push Smoke

    Hi, I am working on a shot where the camera is going through some smoke. I am trying to create an effect such that when the camera is going through the smoke, it is pushed aside and it swirls around the camera. I tried parenting an object to the camera animation which is used as a collision but it is not really giving me the result I am looking for. I think I might need some custom velocity or force but can't seem to work it out. Any help would be appreciated. Thanks. Edit : Used a Magnet Force with an animated metaball and that seems to get me close. Would like to know if there are other, better approaches.
  12. You could reduce the size of your IFDs by writing out your points to disk after the point replicate SOP and then using Delayed Load Procedural at render time.
  13. If you are using the Ocean Deformer to create your ocean, you could use the cusp as the source to generate foam particles. If you are using FLIP then the whitewater tool should give you what you need.
  14. Hi, I am using the Ocean deformer + lots of noise to create a very large scale river (about 1.5 kms long) and I am happy with the general look of the waves etc. However, the river bends sharply in a couple of places and I'd like to be able to have the waves follow the curve of the bend. Right now, the river is moving entirely in one direction. Is there a way to make the waves follow the bend by just using the deformer (without any sim)? I can't use any sim here because of the scale of the river and I don't have a lot of time to complete the shot. I tried using the lattice deformer after deforming the surface but that didn't work. Would appreciate some ideas here. Thanks, Naeem.
  15. The effect in the reference is more down to motion blur than anything else. Since FLIP fluids are just particles same as POPs, you can use the same technique to emit from a source. Increase the particle separation to control how many particles you want in your sim and instead of meshing, render the import_pyro_fluid object as points with a lot of motion blur.
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