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Showing most liked content on 10/25/2019 in all areas

  1. 1 point
    Hi all, Going to get straight to my point here. I've been trying to wrap my head around a proper workflow for achieving good timings explosion and smoke simulations. Let's say in this example explosion , the look and the timings are great. My ideas are either having proper advection methods, using animated divergence, injecting high velocities for first few frames and then using drag to slow it down or (last idea I had today) using Time Warp node, to retime the whole explosion caches to your preferred look. Could someone experienced enough drop a few lines around what the approach of an FX artist is whilst tackling a explosion in a shot for a film or just in general. Am I going down the right path with these methods or is it completely off? Thanks
  2. 1 point
    This original H12.5 technique, using the gasrepeatsolver, no longer seems to work. I have changed the file using the newer method, described in Andrew's H15 video on the topic. ap_gas_repeat_explosion_retime_collision_102519.hiplc
  3. 1 point
    Ok, for me its looks like an interpolation issue, cos you have guides coming to one direction and guides comming to opposit direction close to them. So in between hairs are a bit confused about where should they grow to. If its the case there is a solution for such a case, I will try to recall what was it...
  4. 1 point
    sourcing high velocity will stretch your vel field out and cause mushroom shapes that would need increase substeps to resolve. for initial punch it is better to use gas repeat
  5. 1 point
    maybe you could try a different approach, like creating an array with the frames you want to render and then use a few lines of python as discussed here
  6. 1 point
    Hi, try this in your pre-frame script read_node = hou.node('/obj/skip_frames_based_on_attribute/read_Detail_attribute') path = read_node.path() value = read_node.evalParm(path+"/obj_type") switch = hou.node("/obj/skip_frames_based_on_attribute/switch1") if "box" in value: offsetvalue = switch.evalParm("offset") offsetvalue +=1 switch.setParms({"offset":"%d"%offsetvalue}) Also i had to do some change for the switch sop. Cheers,
  7. 1 point
    some good alternative you can associate like external editor https://code.visualstudio.com https://www.sublimetext.com https://atom.io https://notepad-plus-plus.org
  8. 1 point
    Regards speed, I think it mainly depends on the method, but the vdb one is the best in terms of control, because you can continue to filter and reshape the field using the vdb arsenal. Sometimes the gas reinitializesdf microsolver is faster, but it can also become a weird bottle neck with huge boundaries, for example if you want to compute a gradient out of an sdf and you need the gradient to cover the whole volume container or to have a better extrapolation, in this case vdb can be a pain because of his sparse nature, of course you can expand or extrapolate your sdf using the amazing vdbactivatesdf, but that can be even slower than to use the microsolver directly.
  9. 1 point
    If the pre-build nodes don't give you what you need, like i said, build it yourself. This file is by no means the best solution, but it gets the job done. dm_Cluster_Individual_Problem_01.hip
  10. 1 point
    Binding of mouse buttons for hot keys and what not Some mouses have multiple buttons that currently are unused. For example the back and forward buttons. These could be used to dive in and out of a node. Ability to intersect console messages using python that are send by vex (printf). For example this would allow for the creation of a python panel that intersects the console messages sort and colour codes them.Making it more useful as a debug tool for vex codes A better option for the Houdini console window. Currently it's just popping up and always in the way. If this would be a proper panel it could be doct like any other panel.
  11. 1 point
    I learned quite a bit from this tutorial as I have just recently started to learn Houdini. I took it a bit further and also applied the same or similar techniques to other variants. Rendering done in Renderman 22.6 Thanks, Ben P.S. I also could not see sprinkles sunk into the surface on my real world samples Quite the contrary in fact, the coating was reaching upwards by surface tension around the sprinkles by a tiny bit - which is what I tried to replicate on the donut with the pink sugar coating.
  12. 1 point
    I think I may have found the issue (I don't know that I fully understand what happened) but I want to add my thoughts in case a future person finds this and needs a place to start to debug a similar issue. Somehow when I imported my allembic file I noticed that in the "animation" section of the object properties the default frame showed as 1.25 (the frame is greyed out but I thought that odd). It was as if somehow it was referencing a quarter frame and I know typically allembics came in with that "frame" settings greyed out (but set to 1F). So I set the speed of my animation to 125% (since 1.25/125% equals 1) and this solved my problem. It was as it every 3-4 frames c4d didn't have animation data to read (or just read the data from the previous frame) causing that pause. Just changing the speed of my animation solved the issue. Its important to note that it needed to be 125 exactly (in my case) as I randomly tried 101% speed just to see if it needed to be any speed except 100 and as expected that didn't work. So while I don't have the complete answer there does seem to be some mathematical logic behind the issue I was seeing. Speeding up the animation solved it. Though I exported at 24fps into a c4d project that was at 24fps, there may be something related to me using the retime sop in houdini to slow down my animation. I'll post if I get some time to investigate further in case its helpful to somebody else. At least I was able to get the animation working smoothly in C4D, but certainly i'm open to any thoughts that might help me better understand what i'm doing wrong to cause this so I can avoid it entirely in the future.
  13. 1 point
    This is one way to control the timing of breaking Vellum Stitch
  14. 1 point
    Sadly I don't think you can do feedback with grains on bullet, I researched this myself a while back for a cloth feedback type effect using grain sheets, but I didn't get anywhere with it. That being said, you might be able to set something up using two different DOPs and doing a per time step "manual" interaction between the two sims - basically use the output on one sim as input for the other and that output as input for the first, and so on - though that can quickly become crazy computationally expensive. Either way, I used a very simplified version of this idea in this setup:
  15. 1 point
    youtube.com/watch?v=QHEQuoIKgNE disk.hipnc
  16. 1 point
    Yes. You can use the script there as it´s exactly the same problem