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b16tran

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    Brian

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  1. Got it. Thanks Jeronimo. I went with Object Merges - not the way I was hoping since it's a bit tedious with lots of objects, but it'll do.
  2. I did have it switched to Load Houdini Geometry (Alembic Archive). I couldn't find a sampling tab to enable xform motion blur. It is setup correctly for mantra settings, since I do have other objects in the scene rendering with motion blur.
  3. Hi, I exported an animation out of Maya using Alembic and imported it into Houdini. I do not see an option to turn on geometry motion blur anywhere. I have tried putting down a trail SOP and timeblend SOP after the Alembic SOP but still get nothing. Any ideas? If anyone has solved this or have a better way of getting animated geometry from Maya into Houdini please let me know. Thanks!
  4. I managed to get to where you got through geometry. Where I got stuck from this point is how to get the inner "cracks" as the main geometry. I could do a fuse and then polywire, but then end up with the original inside faces as well. So I needed to figure out a way to remove those. You solved it by plugging in a new grid with no divisions. I want to apply it to a 3D mesh, so it won't work in that case.
  5. Hi, I've been trying to figure out a way to get patterns that look like these for a shader. Anyone have any tips or have achieved this before? Or if you have a way to do it in geometry, that will work too. Thanks
  6. I just ended up redoing the splash tank creation and it works fine now. Must have been a weird bug. I think 'reseed particles' needed to stay checked since it is by default - guessing it controls other things. I was going to try blending the two fluid meshes and see how it turns out. I will let you know how it goes/turns out when I get that far. Just learning and figuring things out as I go at the moment. Thanks Mike for your help so far though.
  7. Here's what I'm getting. You did it in the correct DOP. https://www.youtube.com/watch?v=6-bIENzjz3Y
  8. File attached - hopefully it works. I believe I stripped out all the dependencies. The problem occurs in the splash_sim node (AutoDopNetwork). btran.hip
  9. Hi, I'm trying to setup a splash tank to interact with an object, but the splash tank isn't behaving correctly. I can't figure out what the issue is. The splashtank_initial looks correct. I do import my own oceanspectrum, but that seems fine as the wavetank particles match up to the ocean for every frame. The issue I get occurs in the AutoDopNetwork. It seems like the number of particles is doubling for each frame. It's like it's sourcing the ocean for each frame and creating new particles but leaving the old ones. Is this correct? By the time I'm 100 frames in, the splashtank water level rises by a meter. It just keeps adding particles. Any ideas as to where I may have gone wrong? Thanks!
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