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zeekindustries

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About zeekindustries

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    Peon
  • Birthday 09/19/1989

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    zeekindustries

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    Omar
  • Location
    Mexico

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  1. Vertex Animation Shader Culls Geometry

    Hey everyone! I'm testing the Vertex Animation workflow which has been proved to be a great solution to our pipeline, but had run onto a somewhat relevant issue. Everything from exporting to setting up the material and textures has gone smoothly. The problem in here is that the camera culls the object if you are too close to it. I'm thinking that it may be related to the bounding box of sorts, but I haven't been able to figure out the problem. Here's an illustrative gif of what's going, As you can see the selection outline shows that the object is still active within the scene, but rather is no longer drawn. Anyone has come across with this? Any help would be much appreciated. Cheers!
  2. Hey everyone! So I'm trying to export a flip surface that I stitched to a cube in order to get some depth for my water shader in Maya to work properly. Everything is working fine until I get to the point that I need to transfer the velocity as a vertex color set. For now if I bake the color in just the surface it works but as soon as I try to do it with the stitched cube some frames are missing the color within Maya. The message that I get is // Warning: Color sample size != num face vertices // The way that I'm doing it right now is that I drop an AttributeCreate run it in Vertex as a Float 32 bit Color attribute of 3 componentes, pointing to the @v attribute from the fluid and export it. As I said, I get some frames with it some without it, so I'm not sure if I'm missing something on my export step. Any direction on how to solve this will be very much appreciated, thanks a lot!
  3. FLIP Tank + fluid object

    Hey guys! Thanks a lot for the input and the quick reply, because of the difference in hours, I just got the time to check them out. I really appreciate your help, really getting me into the right path. Now it's more clear, I thought that the points created from the 'Points from Volume' should have some extra attribute created as velocity and such, but I can see that they only need to be generated and lying inside the bounds of the Flat Tank. Definitely owe you guys a beer sometime.
  4. FLIP Tank + fluid object

    Sure, here's a little example of what I want, right now, I'm using a flat tank, but then the same would apply if I wanted to use a wave tank, the problem is that I don't quite understand how to make the pig head be part of the same FLIP Object as the tank or viceversa. Thanks guys! tankAndFluiObj.hipnc
  5. FLIP Tank + fluid object

    Hey everyone! I want to create a sim with a fluid created from an object and pour into a Flat tank sim, but I'm failing to make them merge into the same FLIP object within DOPS. Flat tank and Fluid from Object will give me a different FLIP solver that of course will not interact, so I'm not sure how to make the FLIP object become part of the same sim. It'd be very helpful if someone could point me in the right direction, as I'm looking into the forums and can't find something close to what I need. Seems to me that I have to make the fluid from object merge in some way into the OUT_Pts from the flat tank but I'm not sure how to feed the correct information onto the merge to have it recognized as valid FLIP data. Any guidance will be very much appreciated, thanks!
  6. FLIP + External Forces + RBD

    Hey everyone! It's been a while since the last time I posted here because I was a little off from doing FX, but now I'm back on learning and stomped on some difficulties trying to do some collisions, flip and RBD simulations. The problem is that everything goes fine until a certain frame and the next one everything is exploding. I'm not sure if I'm not feeding the proper collision to the simulation or if the external forces override the movement of the particles rather when collision with a geometry takes places. A brief description of what I want to do is to achieve somewhat this kind of effect: -Water being pulled updwards, colliding with an object and continue the fluid simulation motion from there I'm attaching the .hip, some screenshots and a reference for what I want to do. Thanks a lot for taking a look and if someone can point me in the right direction I will be very grateful. Cheers! kamigawa_v002.hip
  7. PSCALE over lifetime

    Thank you so much for the help!!! I found it very usefull. Thanks a lot Pradeep, your file illustrated very well how it could be done, I wasn't aware of the bind node inside the VOP networks, very handy indeed. Cheers!
  8. PSCALE over lifetime

    Hello! I would like to ask how would you wire a POP VOP in order to create a ramp to control the scale of a particle over it's lifetime. What I want to achieve is something like this: Lifetime = 0, Scale = 0 Lifetime = 0.5, Scale = 1 Lifetime = 1, Scale = 0 I'll really appreciate if someone could help me, I'm kinda new to VOP's so It's something that I can't seem to sort out. Thanks a lot!
  9. Pyro FX - Set initial data H13

    Hello guys! I'm new to the pyro solver and I have understood somewhat the basics of the solver, but for now what's keeping me hitting on a wall is how do I set the initial values for the simulation. I have exported a .bgeo using a DOP I/O dop with the fields that should be needed (temperature, vel, density, fuel and heat), and pointed to them on the smoke object dop but can't figure out how to map the heat on that initial state. I'm giving you guys the link to my .bgeo file if anyone can help me out. Thanks a lot everybody! https://dl.dropboxusercontent.com/u/19910308/Seq_003c_fire_Initial_v01.bgeo
  10. Color Geometry COP - Urgent!!!

    Thanks for the reply, I had to adjust some things on the camera but definitely got on the direction I needed, now what I'm finding hard to figure out is hoy do I get the primitive Cd parameter on a constant shader, I see that it is referred as a Cf (Surface Color) but that overrides the Cf attribute of the primitives. Any idea of how to chieve this?
  11. Color Geometry COP - Urgent!!!

    Hello guys, I'm running through a little bit of trouble here, I need to project a geometry and create a texture out of it so I can map it later to another geometry so I can get the color divisions on it. Here's a graphic explanation of my problem: What I need is not to Geo Cop in a constant color but rather as if it were a render with the corresponding Cd color for each pixel. I hope somebody can point me in the right direction, thanks a lot to everyone.
  12. pick point color from geometry (COPs)

    Hi Yongbin, I'm kinda in the same situation as you because I would like to project the primitive color as a texture onto another geo. Did you managed to solve this?
  13. Keep Alpha of Opaque Objects

    Hello guys! I have come up with a problem where I want to render out some geometry that is totally opaque but want to keep it's alpha information on the alpha channel. I tried pluggin a constant value of 1 on the Surface Alpha value of the output node but the opacity overrides that and throws no alpha info. So in short, what I need is to make the geo invisible on the beauty but keep its info on the alpha channel. Thanks a lot!!!
  14. Hello!!! I have a question regarding how to map the scale of a UV Project node (or any other value for that matter) using the bounding box of an object. I'm still getting used to the way the Houdini expressions work, so I would really appreciate a lot any input hta you could get me. I'm using an image sequence to trace some geometry, but I would like to have that traced geo to have the UV's properly projected since it is changing its form. One way that I tought of working this out is linking the UV SCALE values to something like this: UV Project SCALE X = bbox(myObject, sizeOfTheBoundingBoxInX) SCALE Y = bbox(myObject, sizeOfTheBoundingBoxInY) SCALE Z = bbox(myObject, sizeOfTheBoundingBoxInZ) I tried using the $BBX and $D_SIZEX but the UV Project node throws me an error and the scale gets evaluated in 0. Thanks a lot four your time guys!!!
  15. Houdini Animation Baking/FBX Export?

    I've been experimenting some problems working with the FBX export, whenever I want to export some objects with keyframes I get this error Untied key values. This is not supported. But the FBX still exports with all the range of keyframes but with all the values multiplied by .5, has this happened to anyone or do you know if this is a bug or if it has some sort of workaround?
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