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  • Posts

    • "As long as modeling put stuff in the right collection, it'll get the right material". But how do I put a model in a collection? how create a collection in the first place so later it gets picked up in solaris. here is the link with the exact time Chris Rydalch talks about it:    
    • First off, please excuse me for a silly question. I'm trying to understand how solaris and lops work. As I understand, the idea of usd format is to use it in production pipeline more effectively and each department can work simultaneously.. Or something like that, I don't know to be honest. However, as i'm a solo artist, i don't need those pipeline features and everything i need i do directly in houdini. So what is the point of exporting scene assembled in Lops to usd? Also, I usually cache all simulations, animations and everything directly in Sops (in bgeo format), why should i cache it again on the disk in usd format? As I understand, having time dependent Lops network is not good, so for heavy scenes we need to cache it on disk and then evaluate it as frame range and so on..  But why? What are the benefits of all this approach? I don't care much about faster viewport, i just solo or hide necessary object during the work. Does it render faster? Why importing from SOPs and rendering it without exporting to usd, is not better approach? Or do i miss something? Sorry for a being emotional, as i said, I'm just trying to understand why I need to do things in certain way....
    • Hi, I've been doing some R&D on mixing multiple fluids with different colors and densities. The most common approach, as far as I know, is using a SOP Solver to transfer Cd between particles, allowing the colors to blend. However, I'm concerned about how this will look in the render. Once the particle simulation is meshed, it becomes a closed surface, which might prevent the internal color mixing from being visible. This led me to consider alternative approaches, such as rendering the inside using a VDB. I'm not entirely sure about that part yet. Because of this, I decided to try mixing colors using microsolvers instead of relying on a SOP Solver with attribute transfer, aiming to generate a color field. My approach consists of: Gas Match Field – Creating a new field (color) based on vel. Gas Particle to Field – Transferring the Cd attribute from the particles to the new color field. Gas Diffuse – Attempting to blend the colors within the field. Gas Field to Particle – Transferring the blended field back to the particles. This method seems to work, but I noticed that the actual mixing is happening due to Gas Field to Particle, which interpolates Cd every frame. While this gives me a decent result, the Gas Diffuse node doesn't seem to have any effect, and I have limited control over the blending process. At this point, I'm stuck. Any ideas or suggestions on how to improve this approach? Thanks! Here's the file if someone wants to check it out, thanks! TestColorMix.hip
    • Hi, I use the Flip Dop Source Sop to set up my flip collision volume. Nevertheless it seems only to generate a surface volume even though the input does have a v attribute. How can I generate the velocity volume with it? Cheers
    • Hey guys.   I want to displace my fluid mesh post sim based on a colored ramp. Therefore i use a sin function with @age but its not working like in the example in the second video. First i thought it might have to do with resseding but its also not working when turned off. Any ideas how to set this up?  Thanks in advance. wip_III.mp4 2025-03-14 22-12-16.mp4
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