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Showing most liked content on 09/11/2018 in all areas

  1. 1 point
    I think you're right! I was attempting to copy onto the center of the primitive using it's normal to get the direction of the new copy, but I think using the previous matrices will give me more control. Instead of having to manipulate each normal. Thank you so much for a look into some of your work! It's very inspiring. I'm currently in finals week, so I might not be able to post the rework soon, but thank you so much for your help!
  2. 1 point
    As people above have mentioned the tasks involved in making a shot like this to work, is a team work , fx, lighting, comp and grading to get something like this done , but do not get discouraged, you can always try making something similar if time and resources are a constraint, so quickly put together a hip file , so you can play around with and modify to your needs , and there is a post related this topic in the effects forum, lava flow, so you can refer to that as well , clothsetup.hiplc
  3. 1 point
    I usually just scale what ever I do. I found for me its best to work in meters, then scale to match what the client needs. good luck!
  4. 1 point
    I think the reason its not working is because of a few things: 1. the source your particles are coming from is extremely small. 2. the resolution of the your pyro sim is large Its almost like your whole particle source is the size of one voxel from the pyro sim. All the particles are being advected from like 3 or 4 voxels. For a sim that expands that fast I don't think you need a source that small. Anyway, I just used a a bigger radius for the sphere controlling the particle's source, and they starting advecting much better.
  5. 1 point
    @caskal could you post the scene file? I could look at it. Also, I would probably do it in another dopnet.
  6. 1 point
    Hi Evan, I fix the scene from the topic that you pointed at and I added checkbox for only rotation or spiral. See red attribute VOP. orient_polywire_sweep.hipnc
  7. 1 point
    Check breakdown of this element without comp. And don't waste time trying recreate this, repeat just similar and simpler, this fx was done by high level team with dozents iterations not newbie. of
  8. 1 point
    The shadow is the individual bounding boxes of the instances being culled. It looks like a solid blob because they're all overlapping. This is a feature that prevents instancing from generating a massive number of polygons to draw, which can slow your redraws down (and if you're on Windows, cause the driver to reset). You can tweak the Scene Polygon Limit to balance redraw speed with the # of instances actually drawn.
  9. 1 point
    Maybe someone will be interested in testing something new. Here in Russia(for this reason render is still little known), a group of people develop new GPU biased+unbiased render(it's absolutely free and open source https://github.com/Ray-Tracing-Systems/). Some features: - Standalone core implemented. - Hydra API. - Plug-in для Autodesk 3ds Max 2017-2019. - OpenCL = GPU + CPU. - PT (path tracing), IBPT (bidirectional PT). - Post processing. - Render elements. There is a version for 3dsmax,Blender's version is already being tested. People wrote to the developers about Houdini's version(that it would be relevant), and they said that they would consider this. Unfortunately, the site is only in Russian,but this does not stop from downloading(especially with google translate). http://www.raytracing.ru/ http://www.raytracing.ru/gallery.html https://www.facebook.com/hydrarenderer https://www.youtube.com/user/RayTracingSystems/videos https://vk.com/hydrarenderer
  10. 1 point
    I couldn't let this one go; python sop is a little slow (though having a built in complex type is super handy), thought I'd try and port it to vex. This is substantially faster than the python one, the code is a little messy. Tried to get a complex struct happening too, but that got boring really quickly, so just abused some vector2 variables instead. Interesting that there's some errors in the vex one that aren't apparent in the python one; not sure if that's due to vex precision errors, or because my complex divide function isn't doing the right thing; I found a few C examples of dealing with complex number, some did lots of tests within their divide functions for when values were near 0, I went lazy and found another example that did no testing at all....) -matt complex_v02.hip
  11. 1 point
    Ok. here is the updated version on fields.. previously it wasn't working. in gas field vop, distance and speed ramp(promoted outside) controls how particles stick to the surface. spheredripping01.hip
  12. 1 point
    for shrinking, modifying your rest geo is the way to go ts_shrink_cloth.hip
  13. 1 point
    would you please know how to: enable Use Menu on menu tab change it to Toggle (Field + Multiple) set it to Python Script and use this script inside? node = hou.pwd() geo = node.geometry() res = list() groups = geo.primGroups() for i in range(len(groups)): name = groups[i].name() res.append(name) if name in (kwargs['parm'].eval().split(' ')): name += ' *' res.append(name) return res thats the last piece im missing
  14. 1 point
    WOW! I've been using H8 for compatibility for the book so I hadn't checked the new H9 nodes etc. Why is the sound material listed as obsolete? SESI please a little help on this should I be worried? Is there a better workflow somewhere I'm not seeing. It looks like adding it to the parameters will still do the same thing in H9 but I'm always a little paranoid people will get rid of these features before I and other interested people are able to take full advantage of them! Actually, it does work better in H9 since you don't have to have the CHOPs in the ch/ part of the scene hirarchy, but clearly the sound material parameter is harder to get to. I think Houdini can be just as good of a sound effects package as a visual effects package. I'm trying to do my part to promote this area by releasing an entire book on the topic in around three weeks time (It's done just making corrections). I'll also release a free spatial audio primer for the tutorials section of the SESI website in a week or so. I attached two example scenes, one for H8, one for H9. Have fun! please SESI I'm worried, what does the obsolete 8 thing mean, this obsolete thing has me very very scared. spat_audio.zip
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