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About rod

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    Peon

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  • Name
    rod
  • Location
    vancouver

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  1. Does anyone know how to transfer the colors from a uv map to the points on a grid? I used "quick uv" sop to quickly project an image on my grid. I want to use these color information to deform another grid maybe by using attrib transfer. I tried the copnet to sops and it was successful in deforming the grid. But if I use an image sequence, the deformation doesn't seem to update during playback. I used $F to import into the copnet and I do see it playing back nicely in the composite view but the geo deformation won't update. I don't want to try the material shader because I have elements that will interact with the actual geo grid. And my guess is, the material shader can only show the bumps or displacements during render time. Any suggestions will be greatly appreciated.
  2. Hi I'm currently a houdini student and my current project requires me to do water sim (rain on a pond). This involves splashes & ripples from the rain, and a small stream of water moving across the pond. My sim looks well.ok. But my render looks like pooh. So far I've: - Transferred the attributes from the particles falling to my grid (created color to visualize the transfer) - My splash is a separate system, used scatter points, had the normals point up and velocity follow the normals using point sop. Then have particles shoot out using popnet, assigned a particle fluid surface and cached it out. Then the cached 'splash' is assigned to points on the grid from the rain drops. - Ripples, using a ripple solver triggered by the raining particles...a bit unstable after 150 frames...the grid gets destroyed somehow. I even tried the file from Digital Tutors tutorial and it also does the same thing...hmmm. - I created an ambient noise on the grid using vopsop. - I have not done any fluid sim, which concerns me a little because my project is suppose to be an Environmental FX sim. At this point I have to do this in SOPS, and material noise. But my teacher is giving me the option to change it to fluid sim if I choose to. -On rendering, currently trying the DT tutorial on fluid but it's very basic, and needs so much work. I need help on: - How to render water properly, I know houdini comes with a basicFluid material. I can't seem to find an in-depth tutorial anywhere how to render water. Like reflections, specular, and refractions. - I know a little maya rendering, but can fluid and particle sim be exported to maya? Maybe FBX or obj sequence? Not sure. - Recommendation of whats the better system to use. SOPS or fluids. - How to create and render better bubbles on the water surface My reference: but imagine there's a small stream of water travelling from left to right. And more of a mid shot than a wide shot. stream of water example. Sorry for the looong message... I only have 2 weeks to do this so I am emailing whoever I can to get help. My teacher wants us to do the research. Any info will be greatly appreciated. Cheers. sorry my hip file is about 50mb so i can't upload it. If you have another link then maybe i can send it there.
  3. Hi, I am doing a project in school where particles will be moving like ants on the ground. Here's one of my references: Here are my requirements: 1. make particles travel in a line with noise and ray it to the ground. 2. have some of the particles start and stop midway and after a certain time have them move forward again. 3. when particles collide, they would stop momentarily and then start walking again. So far, I've managed to have the particles travel in a line with noise applied. I am now on the part where some particles, while in motion would stop (not at the same time ) and after a short pause would start walking again. I've been trying for several days now experimenting with basic Source, Force, Collision, and Attractor nodes. So far the most success I had was setting the "scale" value of the force node to 0 based on time but it stops all existing moving particles. I only want some of the moving particles to stop. And the way it stops should not be a gradual stop as if the particles are on ice or water (Ants start and stop quickly). The next was using a voppop, I had a simple multiplier with a constant (this will act like my switch for testing purposes). I can get the quickstop that I wanted but particles stop and never start again. I just want maybe 2 to 3 moving particles to stop and then after maybe 1 or 2 seconds to start again. Any suggestions will be greatly appreciated. I've attached a simple dev test and my actual project. Cheers, Rod particle stop start dev.hip ProjectAnts5.hip
  4. Many thanks man, I'll give it a whirl:)
  5. Thanks for your reply. Sorry, forgot to mention this is my school project in Houdini. Yes it's cg. I actually blocked it out and have a screen shot of it. Since we are 2 months into the program our limits are to use what we are currently taught (maybe go a little over is ok). So the challenge for me now is how to create the blast wave using fluidsource, noise geo, and materials. This is a 2 week project only which started last week and as you can see I have a long way to go on the blast wave. Here's a link to what I've done so far. https://www.dropbox.com/s/7kpp9052zh25nes/Laser.JPG https://www.dropbox.com/s/whxc870aep4dd26/Planet1.mov Thanks again.
  6. Hi folks, I'm doing a project similar to the scene from Man of Steel where the world engine blasts planet Earth with this giant laser beam. My actual first reference was from Titan AE, where this alien ship destroys planet Earth with laser beam and a blast wave was created, and ground starts to crack. I found some examples on you tube. Please see clips below: (please goto 0:24) Sorry for the "cartoony reference"The idea is to have a laser beam hit the ground and a blast radius is created. I'd very much appreciate any information or ideas that you can provide. Cheers, Rod
  7. Hi folks, I'm doing a project similar to the scene from Man of Steel where the world engine blasts planet Earth with this giant laser beam. My actual first reference was from Titan AE, where this alien ship destroys planet Earth with laser beam and a blast wave was created, and ground starts to crack. I found some examples on you tube. Please see clips below: (please goto 0:24)The idea is to have a laser beam hit the ground and a blast radius is created. I'd very much appreciate any information or ideas that you can provide. Cheers, Rod
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