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Here are some ideas using this on curves (if I understood correctly) shift_points_along_curve.hipnc3 points
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Hi magicians, I'm finishing a tutorial about how to create hard surface helmets procedurally in Houdini, here's a previz:3 points
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https://forums.odforce.net/topic/52360-heightfields-guided-by-pyro/#comment-238377 you have endless Way to make this .2 points
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I do not think a discord is the right thing for odforce, as Marc mentioned, the info get lost easily. Even though you can search etc still is not as nice as having it in a forum.2 points
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true i think then your setup is already good and simple to use. you could also extend the curves to fix the issue in my setup ... but guess thats then already too much1 point
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Thank you for your explanation, that's great. I realized you changed your setup in the last file.1 point
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interesting one, though it doesn't seems to be 100% correct for example here the normals don't follow the curvature properly adjusting the Search Radius can help, but it has to be larger than the length of a segment in the line (this can be problematic if the distribution of points are not uniform in the line (and if you can't apply resample for some reason)) but thanks, it's an interesting and simple approach indeed.1 point
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Upskilling. Tried new stuff. Demo in below link!! For More info: https://www.linkedin.com/posts/chandrakanth-santharam-6b8b3527_houdini-template-manger-10-activity-7333552173038845952-0RUG?utm_source=share&utm_medium=member_desktop&rcm=ACoAAAWvTKwBN4lVJ6vJC07NTnwyTd6gViVRL4U Cheers!!1 point
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I came across this effect on behance and I wanna remake it , I'm still a a beginner , so bare with me , I made a classic Flip setup with gas stick on collision and surface tension , I animated the viscosity and surface tension I also added some negative divergence to make the fluid implode a little ( it did gave a good effect at the beginning so I stuck with it , idk if its a good idea ) . I wanna get a natural tear from the start and these small strands , mine feels elastic . Ref Mine any help will be appreciated . caramel_tear_test01.hipnc1 point
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Hey John Fraiser, Hopefully, this is what you meant. It is a continuous curve that you can carve from the beginning to the end. The seam is adjustable with a curve and thickness. You can just make it straight if you need it like that For every connected primitive, you make a gap (blast away some points), for example between point 350 and 375, then you use sort sop to shift the point order by -375. That way, your numbering starts and ends where the gap is. After that is done for every loop you can use the add sop to make one continuous curve. tstOdForceSippet.hipnc1 point
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This is pretty much the same as it always has been: Who's Online 10 Members, 0 Anonymous, 89 Guests However this is a good question, what can we do to generate more excitement on the forums? Is anyone interested in running challenges? Unfortunately I have a studio to run now, which is quite all encompassing, but we're happy to support any good ideas! M1 point
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quick flipbook gif of how the shot is looking. I'll re-animate Thanos soon enough. Also gonna be covered in lighting when Hulk hits the ground with his fist. would be nice to figure out how to get those pieces to 'splay' outwards a bit more as they fall so i dont end up with a cloud at the bottom of the shot - but i think i can figure that out using this active_age attribute now thanks for all your help on this1 point
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Anyone who's interested, I managed to find out that I have to convert the images like this: (e.g. using Houdini COPernicus or Nuke) (in the Write node you can choose Utility - Linear - sRGB as well) Or! You can save this step by setting ACES Output Transform in Davinci to sRGB (Linear) - CSC at export. Probably this is the easiest way. Best wishes, Attila1 point
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After a hiatus, DASH::package returns. Version 5.1 is an extensive rollout of fixes and new nodes that demonstrate composed applications of Dot and Cross Product operations: Linear Algebra, geometric relationships, rotation matrices, etc. Release: https://github.com/probiner/DASH/releases/tag/v5.1.0 Cheers1 point
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This is working as expected. Each point is actually on the tube (distance 0.5 from the Y axis) This looks bad because 1/ you have a topology problem on the surface that comes out of Labs Lots Subdivision The tiles are connected horizontally, but not vertically; you have invisible holes everywhere, and it works as long as the surface remains flat; Select one primitive and type G repeatedly; this will show you how they are actually connected; 2/ you also don't have enough points horizontally So you can try to fix it the topology by properly Triangulate 2d ' ing it. It's a bit tricky because of that topological problem though. I ended up with malformed primitives (zero area, polygon that are really lines...) OR You can just divide / bricker with a small value in the problematic direction. It worked fine here.1 point
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Spent some time to make vellum snow simulation and Karma XPU render. Reflection volume pas Karma CPU.1 point
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make of those stairs VDB and use this on Pop wrangle (input 2 ) on first points that you want to use) float volSample = volumesample(1,0,@P); vector volGrad = normalize(volumegradient(1,0,@P)); @P -= volGrad * volSample;//adjust Position @v += @force * @Timeinc;//Force to V @force = 0;//Force to be 0 vector vVertical = volGrad * dot(@v, volGrad); vector vHorizontal = @v - vVertical; @v = vHorizontal;1 point
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Hi guys, i have been looking for point vop infection system and could not find any, so I decided to build one. So in case somebody is interested attached is file with one. It is not robust as I am newbie, but it is great for learning purposes or fast setup. If you know how to create some kind of attribute falloff on the edges let me know, this is my next stop for this set up. PointVopInfection.hip1 point
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You can achieve this by writing this sort of code inside a Primitive Wrangle: string cam = chs("cam"); float near = 0; float far = -0.01; vector pnear = fromNDC ( cam, set ( 0.5, 0.5, near ) ); vector pfar = fromNDC ( cam, set ( 0.5, 0.5, far ) ); vector dir = -normalize ( pfar - pnear ); vector n = normalize ( primuv ( 0, "N", @primnum, 0.5 ) ); if ( dot ( n, dir ) < ch("threshold") ) i@group_fresnel = 1;1 point
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__import__("toolutils").sceneViewer().curViewport().viewTransform().extractTranslates().x() __import__("toolutils").sceneViewer().curViewport().viewTransform().extractTranslates().y() __import__("toolutils").sceneViewer().curViewport().viewTransform().extractTranslates().z() Map them in vector3 parm respectively (x,y,z). It will update automatically1 point
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pointdeform has built-in piece attribute, that you can use to embed each piece individually. This will create new problem on itself, as it will cause little cracks in the beginning, which you can fix by blending between the two methods. vellum_ballon_pop_fix.hiplc1 point
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During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!1 point
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right, the connectivity and blast should work on the same type, either both point or prim, I updated the setup in the pig scene ts_delete_internal_bubbles_withPig_fix.hiplc1 point
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maybe this? not exhaustively tested tho...that's your job. ts_delete_internal_bubbles_withPig_fix.hiplc1 point
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if you unlock the POP force node and go into the noise_force VOP, you can see on the right how it combines the force every frame, there are two bind nodes: one to bring the force into the vop, and second to output it. Between them there is an add node and it combines the force with a calculation from the current frame. If you want to kill the additional force you are adding on one axis, you could drop down multiply node and multiply it with a constant vector - for example (1,1,0), that way it will only add the force on x and y axis.1 point
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you can specify formatting in Print VOP in similar way as in printf() function, see the example ts_formatted_print_vop.hip1 point
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no, thats two different things even if it seems to be the same at a first glance. well, there are some similarities, for example both are tangent vectors but the definition and how the gradient get calculated is very different. a vector pointing to the max-value-point of its surrounding is just like a very rough approximation of the gradient but not the same! to get the gradient you´ll usually need to calculate partial derivatives (differentiate a function). in your case there is no function so you have to solve it nummerically. anyway, attached is a file where you can see the difference. i did´nt calculate derivatives in the example, instead i used the fact that the gradient is allways perpedicular to the contour line of an value. that way you do not have to care about boundary conditions ... btw. instead of primneighbours(...) you want to use pointneighbours(...) to get the string. with higher polycounts i would stay away from that expression since it will be slow and is not really needed ... hth. petz gradient.hipnc1 point
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There is several ways to create this effect: -source velocity to volume vel field inside flip solver -source velocity to particles inside flip solver -or just set initial velocities to particles and use them as flip geo (if this is your 1st frame of simulation) FLIP_splash.hipnc1 point
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I've wanted to tackle mushroom caps in pyro sims for a while. Might as well start here... Three things that contribute greatly to the mushroom caps: coarse sub-steps, temperature field and divergence field. All of these together will comb your velocity field pretty much straight out and up. Turning on the velocity visualization trails will show this very clearly. If you see vel combed straight out, you are guaranteed to get mushrooms in that area. If you are visualizing the velocity, best to adjust the visualization range by going forward a couple frames and adjusting the max value until you barely see red. That's your approximate max velocity value. Off the shelf pyro explosion on a hollow fuel source sphere at frame 6 will be about 16 Houdini units per second and the max velocity coincides with the leading edge of the divergence filed (if you turn it on for display, you'll see that). So Divergence is driving the expansion, which in turn pushes the velocity field and forms a pressure front ahead of the explosion because of the Project Non-Divergent step that assumes the gas is incompressible across the timestep, that is where where divergence is 0. I'm going to get the resize field thingy out of the way first as that is minor to the issue but necessary to understand. Resizing Fields Yes, if you have a huge explosion with massive velocities driven by a rapidly expanding divergence field, you could have velocities of 40 Houdini units per second or higher! Turning off the Gas Resize will force the entire container to evaluate which is slow but may be necessary in some rare cases, but I don't buy that. What you can do is, while watching your vel and divergence fields in the viewport, adjust the Padding parameter in the Bounds field high enough to keep ahead of the velocity front as that is where you hope for some nice disturbance, turbulence and confinement to stir around the leading edge of the explosion. or... Use several fields to help drive the resizing of the containers. Repeat: Use multiple fields to control the resizing of your sim containers. Yep, even though it says "Reference Field" and the docs say "Fluid field..", you can list as many fields in this parameter field that you want to help in the resizing. In case you didn't know. Diving in to the Resize Container DOP, there is a SOP Solver that contains the resizing logic that constructs a temporary field called "ResizeField", importing the fields (by expanded string name from the simulation object which is why vector fields work) with a ForEach SOP, each field in turn, then does a volume bound with the Volume Bounds SOP on all the fields together using the Field Cutoff parameter. Yes there is a bit of an overhead in evaluating these fields for resizing, but it is minor compared to having no resizing at all, at least for the first few frames where all the action and sub-stepping needs to happen. Default is density and why not, it's good for slower moving sims. Try using density and vel: "density vel". You need both as density will ensure that the container will at least bound your sources when they are added. Then vel will very quickly take over the resizing logic as it expands far more rapidly than any other field in the sim. Then use the Field Cutoff parameter to control the extent of the container. The default here is 0.005. This works for density as this field is really a glorified mask: either 0 or 1 and not often above 1. Once you bring the velocity field in to the mix, you need to adjust the Field Cutoff. Now that you have vel defined along side density, this Field Cutoff reads as 0.005 Houdini units per second wrt the vel field. Adjust Field Cutoff to suit. Start out at 0.01 and then go up or down. Larger values give you smaller, tighter containers. Lower values give you larger padding around the action. All depends on your sim, scale and velocities present. Just beware that if you start juicing the ambient shredding velocity with no Control Field (defaults to temperature with it's own threshold parameter so leave there) to values above the Field Cutoff threshold, your container will zip to full size and if you have Max Bounds off, you will promptly fill up your memory and after a few minutes of swapping death, Houdini will run out of memory and terminate. Just one of the things to keep in mind if you use vel as a resizing field. Not that I've personally done that... The Resolution Scale is useful to save on memory for very large simulations, which means you will be adjusting this for large simulations. The Gas Resize Field DOP creates a temporary field called ResizeBounds and the resolution scale sets this containers resolution compared to the reference fields. Remember from above that this parameter is driving the Volume Bound SOP's Bounding Value. Coarser values leads to blurred edges but that is usually a good thing here. Hope that clears things up with the container resizing thing. Try other fields for sims if they make sense but remember there is an overhead to process. For Pyro explosions, density and vel work ok. For combustion sims like fire, try density and temperature where buoyancy contributes a lot to the motion.1 point