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Showing most liked content on 05/28/2015 in all areas

  1. 3 points
    hi, I have the pleasure to present you Dry Lights directed by Xavier Chassaing, a good friend. This is an experimental film that was rendered on Clarisse (isotropix). As you may know in Clarisse you can't do much whitout database of assets. Most of them are procedurally generated in Houdini. - We created otls to generate any numbers of jusha tree, cactus, rocks, etc ... - The terrains are come from dem maps and then resample with help of vop/vdb (analyse curvature/slope/altitude/noise ... ) to add details. - the volumetric are generated and exported to vdb - we have made fluids simulations to drive some of the lighting effects specialy at the end and the waterfall sequence just sit in the dark then listen and watch Hope you like
  2. 1 point
    Hi everyone, I am getting ready to cut an updated customer reel along with a Mantra specific reel. I'd like to invite all of you in the od|force community to contribute your best Houdini-generated work to either or both reels. As always, my goal is to have everything ready for SIGGRAPH and that means I would need to have your work in hand before July. If you would like to contribute, please send the attached Media Permission Form to bill@sidefx.com. FTP info is also on the form - or - you can send your work by WeTransfer, Dropbox, or any other method you prefer. Thanks! - Bill SideEffectsSoftware_MediaPermissionForm.pdf
  3. 1 point
    Hello I want to thank you alot for your advice . i did get the intel I7 4790K and the GTX 970 . and they are working very fine . Thank you alot
  4. 1 point
    That microsolver is used in the old SPH fluids to maintain a list of neighbor particles within a search radius. These days you're better off just using pcfind and storing the results in array attributes. So using a POP or Geometry Wrangle: // next two variables could be parameters int maxn = 100; float scale = 2.5; float searchrad = f@pscale * scale; // find nearby particles int n[] = pcfind(0, "P", @P, searchrad, maxn + 1); // remove this particle from list removevalue(neighbors, @ptnum); i[]@neighbors = n; On the Inputs tab set Input 1 to Myself or Myself (no reads of Outputs), the latter being faster. You can then loop through that array to do various neighbor-lookup type things. The POP Grains solver does lots of this if you want to look inside.
  5. 1 point
    hello, I thought that a VOP version of the mandelbrot set + julia set could be useful to someone so i decided to share this. i still have to work on the shading, now the colors are random and based on iteration, I hope to have some more time to work on it. I know that for most of you this is really simple, for me it's new stuff ( i studied at high school but never really used it in something ) and i still have to understand it well. It was an exercise for me so not 100% sure it's all correct, but it seems to work correctly. mandelbrot.hip
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