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Showing most liked content on 11/21/2016 in all areas

  1. 2 points
    Thank so much guys for your help on this one. I end up controlling the smoke with Gas Dissipate, Gas Combustion, and Gas Disturbance nodes. It worked pretty good. Here is the result. Although, I am still not really happy with detail level of my smoke. Also, I am gonna work on the house destruction effect. Looking forward to hear your suggestions and feedback.
  2. 1 point
    Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  3. 1 point
    You think AOV stands for Angle of View
  4. 1 point
    Hey Anthony Here is a working version, you need to play with attribute transfer and also with the settings on the Attribute wrangle for the strength then in SOP Solver inside DOP I have the same delete but I just use an expression that you can also play with it. I clean up you network a bit. glass_ball_v001.hipnc
  5. 1 point
    Here are a few ideas. 1. Well that will depend on your camera shutter but you could just force the camera not to have interpolation in your shutter time. 2. Other way would be to change the velocity attribute on the particles depending on camera space. 3. (My personal favorite, used on Ender's game) Parenting the object to the camera at render time.
  6. 1 point
    OK super! now I got it. One other important bit of information is that i needed to set the fields to import option on and make sure it was set to "Geometry" by default the DOP IO has all field imports turned OFF! That's one thing a shelf tool can't teach you! Now it makes sense because technically all the result fields are solved together, density, vel, temperature and also Geometry/points because I nested the the advection node into the multisolver solver node so it all comes through as one object but you have to filter the thing/result you want from all the DOP fields. Thanks for the help.
  7. 1 point
    In case someone wonders this in the future You can use hython.exe in the /bin/ folder as the interpreter. In my case I was using Sublime so I created a build to the interpreter and that's all you need to do. hou will be available. Then you can execute the script with hython with a .bat file or whatever
  8. 1 point
    here is another way to fake the light. you can sample your geometry color and based on the distance you can dim the intensity. You only have to remember to export the values you want from the "source" object and read it back in the shader. in the scene there's a quick example. You could also do the same reading point clouds, it's probably cheaper and easier. hope it helps or gives some ideas.. sampleGather.hipnc
  9. 1 point
    Tried my usual cheap trick of scattering, animate the uv, attrib interpolate. I've attached 2 versions, one which converts the points to geolights, the other version just transfers the colour of the points back onto the lines (limited render power at home... ) circuitboard_v01.hipnc Ah, also don't forget about houdini's neat trick of shader attribute overrides. You almost take for granted that colours on your geo ( @Cd ) will show up in the render. That's because most of the default shaders have an option, 'use point color' enabled, so if your geo has Cd, it will override the material color. This applies for _any_ property on a shader. If you hover on the title of a material parameter, it will tell you the internal parm name. If you have a point attrib with the same name, it will override the material property, just like how Cd overrides the material colour. That said emission from materials can be noisy. Converting to a geo light can be less noisy, but still noisy. Another alternative is to instance a light onto your moving points, with a small active radius and no shadows, that should be noise free and fast to render. All methods are in the following hip file. circuitboard_v02.hipnc
  10. 1 point
    Hey Guys, This is a pretty neat effect, so I thought I'll give it a try as well. I also think that the Gas Target Force, which is created by the Attract Fluid shelf tab is the way to go. In order to keep the density from losing volume, I just kept the Dissipation value at a pretty low number on the Pyro Solver. Here is my hip file and a quick low-res render if any of you guys are interested in my simple setup. Cheers, Laszlo shapeShifting_smoke_rnd_v002.hip shapeShifting_Smoke_RnD_v002.mov
  11. 1 point
    I found here on forums quite good solution: * lower collision padding in rbd object * pop drag node (works with packed prims) with vex code: if (length(@v)<0.4) { airresist = 30; } * pop wrangle: if (length(@v) < 0.4) { v@w *= 0.85; // rotational velocity drag v@v *= 0.85; // velocity drag } if (length(@v) < 0.05 && @Frame > 50) { i@active = 0; }
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