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About tielax11

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    Oakland, CA

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  1. So I used the Triplanar Projection vop to give some geometry a diffuse texture. It was really easy, and I am happy with the results. However, now I want to add displacement to the same object with a displacement map which matches my diffuse texture. Since the triplanar projection vop only outputs color, how can I supply my shader the outN and doffset values that the Displace Texture vop supplies?
  2. H15 Pyro 3 Noise

    Another question. How would I increase/decrease the amount of noise that I am applying. I have my mode to Scale.
  3. H15 Pyro 3 Noise

    Thanks, this got it working.
  4. H15 Pyro 3 Noise

    I am having trouble getting noise working with my pyro sim in Houdini 15 with the new pyro 3 shader. I might be doing in wrong. I have enabled rest field in both my pyro solver and in my pyro object node. After enabling noise to my Fire Intensity Field, I get no noise even when I have dual rest fields. I have tried this for the Fire Temperature field as well. I have attached my renders with and without noise, my settings, as well as my hip file. M y goal is to get some more small color variations in my explosion post-sim. volumeNoiseHelp.hip
  5. wires with constraint network

    Thanks for the update. Have you seen this anywhere in the documentation? Also, is there an alternate method for constraining one wire object to another wire object?
  6. wires with constraint network

    I tried to do that tutorial in Houdini 13 and it doesn't work, I have no idea why. Can anyone go through this really quickly and see what I am doing wrong? I have everything set up, all I want to do is to constrain the two wires together. I am using Houdini 13 for this scene file and would like to keep using 13. Bridge.hiplc
  7. Shadow Color to Cd through Vops

    Thanks I will check it out! I appreciate the help as well as the link.
  8. Shadow Color to Cd through Vops

    No replies, anyone?
  9. I am trying to create color on an object based on the location of a central point. I have achieved this so far through using the normals of an object the position the central point as well as the dot product to specify where color will be. Works great. However, now I want to make it so that objects occluded by other objects do not get the color, sort of like a show but I do not want to calculate it at rendertime, instead I want it to be seen in the Cd value as I did above. I was messing around with the intersect Vop, but have had no luck. Any help here? VopTracer.hipnc
  10. Remove Pyro Streaks

    I found I think the best solution. I created a sink object and used it to reduce the heat, so where ever the object is there are no flames. This gave me the ability to sculpt the flames how I want to. Still working with it though, lot of work to do.
  11. Remove Pyro Streaks

    Yeah doing that rayman certainly helps some. However I do get some streaks still going upwards and it takes away from the main body of the flame because of of the low temperature areas around it.
  12. Remove Pyro Streaks

    Thanks, I tried those things and they didn't seem to solve it so far.
  13. Remove Pyro Streaks

    How would I remove the long streaks at the end of the flame of a pyro sim? I want there to be a harsh cut off between the body of the flame and the long streaks that extend from it, and this making my whole simulation more box like than long if that makes sense. I have been messing around with the flame height and remap heat cool field curve, along with cooling rate but I can't seem to get the effect that I want to. Attached is a snapshot of my pyro playblast along with the reference that I am trying to match it too. The red outline is what I consider the "body" of the flame and the green ones the "streaks" coming out of it which I want to remove. Please offer your suggestions on how to solve this problem. Playblast Reference
  14. Faucet Running Water

    By solver node do you mean the flip solver?
  15. Faucet Running Water

    Thanks for the reply! Have you had success with this before and is there a video or image showing the results of this method?