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Showing content with the highest reputation on 03/11/2012 in all areas

  1. Very good question, I too would love to see what masters suggest. IMHO learning Houdini and learning visual effects (which is art) using Houdini are two different questions. For the first one i think the advantage we don't have now is growing with the application/tool as it evolves. H has quarter century of rich history and has become software so wide and deep that its intimidating,even for seasoned folks in other tools, to do something useful with it initially. Its even tougher for the folks who don't have strong technical background. So they are at ease learning Computer Graphics using it. That essentially means learning required Math, Physics, and Programming, which demand time and dedication. Manual, video tutorials, tips and tricks help with learning the tool but for the second question unfortunately there aren't many books* or resources available. So one is better off under the tutelage of a master or group, where one can learn the art and craft ,discuss various approaches, get direct feedback on the work done and improve. * ( http://elementalmagic.blogspot.in/ ) is the only book i know which talks about the art of special effects animation. Would be great to have material/resources which talk of both aspects. Any suggestions ?
    1 point
  2. SOP to POP is a good path. The two are similar. Start with RDB in the DOP network and learn everything there before moving onto fluids or pryo. I see to many jumping into fluids/pyro to early, and then they really are just learning how to run a simulation not really control one. I've been doing it for about a year. You seem like a smart guy, so I don't think that's an unrealistic time frame. There are people who simply plateau when learning this kind of stuff, but I don't think you'll have the problem. I don't get a star. This sucks.
    1 point
  3. Hmm, this is pretty exhausting computation, isn't it? VEX will execute the loop over all points times number of points. For this reason people usually compute min/max of an attribute with AttributePromoteSOP. Pure VEX/VOP method is to use Point Cloud by piping into position channel your color instead of P, so you effectively convert the point cloud into a color space. From that, it's easy to find minimum or maximum by opening a point could with extrema floats.
    1 point
  4. Probably not understanding completely what your after but: There's a min vop: http://www.sidefx.com/docs/houdini11.1/nodes/vop/min I'm also pretty sure CompareVOP has a 'less than': http://www.sidefx.com/docs/houdini11.1/nodes/vop/compare Or you use a sortSOP and pick the first point ... Maybe ...
    1 point
  5. In the last time I'm playing around with fluid sim and tryed to build simple smoke solver. I have a small problem, I not 100% sure what"Advection" means and how it works. First thing that comes in my mind, advection -> add vector motion From examples looked advection was got from velcoty, and velocity is vector field type. Now I think: advection is when vector field (velcoty) is added to exsisting source (density) to create motion. I hope someone can explain this to me more precisely. My native language is not english, so simple example wuld be better. Thanks in advance, Tom
    1 point
  6. Hi, This is my scene if you want to chk for some ideas. grass_v01.hip
    1 point
  7. Hi We can do the job, we have rich experience Please contact us Email:supplierdesign.com@gmail.com
    -1 points
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