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About malkuth

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  1. Hi, I want to render a custom pass for clouds in mantra. The reference jpg shows a custom pass from Maya (density / ambient) and the alpha for the same clouds. In Maya a gradient ramp was used on the incandescence channel. Basically where the clouds are denser should be black and the opposite, for lower density I should have white. Can I replicate that with mantra? I'm using the sky rig tool so everything is calculated at render time. Thank you!
  2. Pyro flames advection to geometry

    Hi, I'm trying to match this flame look for pyro. I have 3 major challenges: - the flames are not sticking to the geometry and travelling along it while keeping the shape (more or less) - the base colour of the flames (close to the emission point) is white at the base and I would like to get the white in the 'middle' of the flame as in the reference. - I cannot have a very specific emission source for fuel because that gets very visible and overexposed (white) while the flames are faded to lower luminance values (orange, red). Playing with the emission sources doesn't bring me close enough and it is very difficult for the flames to clump together (or go towards each other) while keeping their individual shapes (at least for 3-4 frames). Also it is impossible for me to make them crawl and warp around the burning object. It seems that i miss a attraction force that keeps them to the surface and control their shape. Playing with velocity fields makes them only going away from the object and loose the shape very easily. It seems that I'm missing something. Any advice to were to look would be very much appreciated. UPDATE. A second media file was added for better understanding of the issues. Thank you! Cheers, Cristian fireRef.mov fireRef2.mov
  3. Hi all, I have a small question about the best behavior when one wants to keep the track of the source scenes for a specific task/asset. Let's say you want to cache a sim. Usually you will make several versions of it. I think it is important to have the source file for each sim/cache version that is saved at the caching time (maybe in the sim/cache folder). Houdini has a 'post-render script' capabilities but my knowledge of hscript or python is very limited. Any ideas how to do that? Thank you! Cheers, Cristian
  4. Pixie dust effect

    Cool Miles, I follow you now The only thing that I'm missing is a way to offset in time about 200 channels of different noises generated by CHOPS (about 200 frames animation) and apply that to the group/s. Thanks! cheers c
  5. Pixie dust effect

    Hi Miles Thank you for your detailed answer. That is definitely an expression that I'll use at some point. Far as I can see, the expression above gives to an attribute called 'sparkle' the values of 0 or 1 when the conditions above are meet. Is that correct? If you meant something else can you please explain? I can use that expression to drive the alpha of the particle but that will be just a frame off witch you wont see in a fast moving / small particle. If you can have a look at the file attached you can see the effect that I'm after. I can be done for 400.000 particles but it is very close to my memory limit and not very friendly if I want to increase the number for particles above that. Thank you! cheers c
  6. Pixie dust effect

    Hi Jim Thank you for your reply. The noise in VOP was my first try but to my eyes it seems that one can still see the noise pattern creeping in the particle render as well as being totally unusable with a lot of fast moving particles. The first suggestion I have considered it as well since I can probably be happy with 200 channels of noise that are spread out to the whole lot but I cannot figure out a way to distribute the channels to, let's say, 400.000 particles. cheers c
  7. Pixie dust effect

    Hi I want to achieve a pixie dust effect using a particles simulation. The way that I have done it, is by using a layered CHOPS noise that generates the flicker for the particles color. Using a different seed for each noise produces a very nice delay and variation for each particle. The problem is that for rather large simulations I have a possible memory limit issue when `cooking` the CHOP noise. The attached example has a limit for the particle count in order to be easy to load the first time. There is about 250 points and 250 channels of noise. That works fine but when the particle number is around 400.000 the memory required for cooking goes up to about 30 GB. Any ideas for a better workflow? Thank you! cheers Cristian nS_sh02_t_v04.hiplc
  8. Hi I'm trying to cache to disk a POP particle simulation that has a value of 3 for the 'sub steps' parameter. I want to be able to render/work on it later using the FF (0.4 inc value) as well and bring back the cached bgeo.sc on the correct frame range for some other post sim adjustments. So far I was only able to cache the sim files to disk and render/work with that by loading the sim files with the POP Network node itself (in order to avoid cooking again). Is there any better workflows? Thank you! cheers Cristian ParticleCaching_v02.hiplc