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Showing most liked content on 01/19/2021 in all areas

  1. 1 point
    It's trivial nowadays, thanks to Chain SOP (since 18.5) Have a look at the 18.5 presentation (H18.5 LAUNCH EVENT on Sidefx.com) Proof: books.hipnc
  2. 1 point
    Very first result if I search for "render velocity trail houdini" on google: https://entagma.com/colored-trails-point-advection-rendering/
  3. 1 point
    What you see in the lower image is only a visualisation of the velocity field, not the final geometry. A fluidsource node is usually used to create volumes for fluid sims. If you want to render the trails, you can scatter points in the volume and use a volumetrail sop to create trails which can be rendered.
  4. 1 point
    group the masked area then you could use a wrangle based on your group then manually type @pscale = 0;
  5. 1 point
    If I undertand it correctly you want to render the velocity visualisation in the lower image, not the volume is that correct?
  6. 1 point
    Hello @tamagochy Would you mind explaining this in more detail? What are the steps one should take to build the matrices and rotate the leaf instance in accordance with the deforming geometry? Edit: Not a problem. I've figured it out! I'll post an update with my results for anyone who's interested or needs this as a reference for their own setups.
  7. 1 point
    The GasDisturb is an HDA so you can see what's going on inside, check the "vex" gasFieldVOP Threshold Range is just a remapping of density to 0-1 values VEX equivalent fit(f@density,thresholdmin,thresholdmax,0,1)
  8. 1 point
    Hello! I thought I'd create a thread to document some setups on our diploma project here. We're studying Animation at Filmakademie Baden-Württemberg and we'll graduate March/April 21 and are working on a concept for a social spot promoting green energy with serious VFX. We're currently 15 artists on it, but a lot of them are only on it beside their job, so it's way less actual manpower, but over the long production time we're still looking at some good potential. And with a bid of 500 man days, we've got our hands full. Here's the initial concepts for our three key scenes: 1) An oil rig being crashed by an iceberg, 2) a coal power plant collapsing into a sinkhole, and 3) a giant volcano erupting and transforming the landscape into one of natural sources of energy. We've built a few pipeline tools to make our work easier, here is a couple of the one's I'm really happy with: This one features a lot of python and optimizations for really cool features like progression tracking as comment. (It is a bit crashy sometimes due to Houdini+Windows issues and support couldn't help me, hopefully it gets fixed someday.) All credits to my colleague Lucas Bruchhage and Dominik Lingenover (DMNK) for setting this lifesaver up. Once we are done I am very happy to share the tools. Cheers, Martin
  9. 1 point
    Another Tool that I build some time ago was a particle to debris tool. Just something to save myself from doing for the one-thousandth time. It automatically creates debris pieces from a simple box shatter and instances those particles onto incoming particles. It detects whether pscale/id is present and does all the stuff you would normally do for each debris sim. It also normalizes the volume for the debris particles (with some fancy math) so the distribution of scale can be handled cleanly through the pscale on the particles.
  10. 1 point
    ver 3: added Container option...for wall collisions. vu_SimplePacking3.hipnc
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