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  3. wire.hip Those lines were copied to a particle system which emitted from two points.How to dynamically add them into wire solver,not just two of them at the start frame.
  4. vdb vel combine

    Hello, I am creating a couple of volumes with the vdb from particles node and I realized that I have no idea how to combine my velocity fields into one. I am trying to use the VDB combine and VDB vector merge . But it is not working. When I visualize my velocity field. It doesn't look right. Someone please help. vdb_velocity_combine.hip
  5. Class from broken grain pieces ?

    How can I create a class for broken pieces from a grain simulation, but only broken pieces which the area of the pieces are a specific size. The intrinsic area attribute gives the area for the entire volume, rather then the pieces created from the volume or rather broken from the simulation.
  6. hi guys I did some render test with houdini and maya redshift renderer. I made particle in houdini then rendered it in maya using houdini engine and redshift proxy file. This image is that I tested to compare houdini redshift render and maya redshift render. A is houdini redshift B is maya redshift with importing particle by houdini Engine C is also maya redshift with importing particle by redshift proxy When I use B, alpha attribute for per particle is different from A and C. Is there any way to correct the alpha attribute? Thanks.
  7. Shade volume attribute based on Volume Size

    Sorry, I located the Intrinsic attributes for the volumeRasterizeAttributes SOP Thanks
  8. Yesterday
  9. Point max distance

    Hi. I have a particle sim where I have dense and sparse particle areas. I would like to set pscale for all sparse particles close to 0. I made this wrangle following Entagma tutorial with forloop, but when I apply this wrangle to the sim with millions of particles, it`s way too heavey. Any other approach how I could achieve same result? Attached there is hip. And using Cd just for visualization purposes. Cheers Janis points.hip
  10. How can I make local transforms in my primitives (either packed or unpacked) based on a custom pivot? Using MOPs or any other method. Thanks
  11. Weird, after fiddling around and not getting anywhere. I went ahead and recreated my DOP network. And now it works! No idea why:
  12. Hi Adrian, thanks so much for your help and for uploading an example file. I've been through your setup, made a couple of changes and it's looking much better than my original file. I've added in some nodes that convert the blue VDB to an SDF, dilate it, then convert it back to a fog VDB (inspired by your idea to add in the peak SOP). This makes the colour extend beyond the density which helps get rid of the pink fuzzy edges. I had to uncheck 'fill'interior' on the new VDB you added because I need consistent colour throughout the volume as opposed to a falloff. I'll work on applying this setup to a more complex model, still open to ideas so I can continue to improve my method. Thank you!
  13. Enforce Prototypes @ptnum

    Here is an example file of using @ptnum to source a point attribute that errors out when enforce Prototype is on. int id = point(0,"id",@ptnum); setpointattrib(0,"Cd", @ptnum,id); Upstream of that I have an attribute create that does a basic. i@id=@ptnum; ptnum.hip
  14. Hi Sean-R, Thanks for the tip. Unfortunately, the result is still the same. I added s@constraint_type = "all"; it to my attribute wrangle: And I can see the attributes in the spreadsheet: And no luck:
  15. Freeze Flip Sim

    POP Drag or POP Wrangle where you multiply v@v down as you please (using some mask attribute or some ramp based on age, time, etc...) should work
  16. Looks like you're missing the constraint_type attribute. Try this in a primitive wrangle: s@constraint_type = "all";
  17. ahh yes. That`s what I thought. looks weird not plugged in but maybe that works as well
  18. @cudarsjanis @Gorrod Thanks for the response! Plugging the @P attribute into pcopen did the trick. Have a great day ahead!
  19. UE4 Separate Material in One Mesh

    Hello guys, I am working on the procedural building for Unreal Engine 4 and I am stuck on the material because hda doesn't separate the material even though the mesh is separated already from maya already. So I used for each loop and name expression (on unreal material node string) to generate the material slot for now, but it doesn't add the material slot if there is no material file on the string path and I need to add material everytime I add additional mesh on hda file. I could just add multiple sop, but it is not gonna help me to create the procedural building and I feel bad that I couldn't find a way to separate the material easily like maya does. Is there anyway to separate materials in one mesh in procedural way for ue4?
  20. You have not plugged in your @P attribute into the pcopen. Fix that and you're good to go. The VOPSOP might bind the position automatically if not done manually.
  21. Hi again; Problem solved when I disabled "Integrate Velocity" and " Integrate Positions" in "Update" tab of "popsolver".
  22. Hi "p2or", I need that pop solver for some purposes ...
  23. Shade volume attribute based on Volume Size

    of course it removes them, because they are volume related intrinsic attributes. But if you see them, there's no need to convert to polys anyway. Just use them in your shader
  24. Shade volume attribute based on Volume Size

    Yes. Although converting it to polygons from an SDF removes all the intrinsic measure* attributes.
  25. Shade volume attribute based on Volume Size

    can't upload files and i usually work straight with VDBs but let's assume 1) you have a sphere -> isooffset Do you see the measured* intrinsics? (in H16.5 they are available) 2) convertvdb (to VDB, class Fog to SDF) 3) convertvdb (to Polygons) 4) from there all the measure and sum stuff (measure + attribpromote SOP) will check this evening if I can see intrinsics after 1) in H17
  26. Advection of a POP sim using wobbly geo for bubbles works nicely. It took a little figgerin' for me to translate the online stuff I found (which all seemed to be pyro- or volume-source-based, and from a couple of versions ago) to FLIP velocities in the nigh-current version (using v17), but I have them going now. Haven't figured out how to make them act like bubbles when they reach the top yet, but I'm thinking I can get away with a heavy POP drag right at the surface, given the camera angle. I'm using the fluid surface as a boolean to take care of those bubbles that want to fly into space or those emitted in the cone of non-water behind the diver. Thanks so much!
  27. Shade volume attribute based on Volume Size

    VolumeSDF SOP is what you mean by converting your volume to SDF, you can convert an SDF to polygons, I thought only if it's a VDB ? I don't have a previous version of Houdini installed, if you can verify if they removed the intrinsic attributes ?
  28. Shade volume attribute based on Volume Size

    don't have H17 at hand but since volumeRasterizeAttribute uses volumeRasterizeParticles internally and at least in H16.5 volumeRasterizeParticles has those intrinsics I don't know why they shouldn't be available to you. I don't think SideFX removed them in 17, need to check later though edit: in any case, this is Houdini so there's a million way to do things. How about convert your volume (to SDF) to polygons, measure area, sum up area -> get some value that way
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