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MorhafMehena

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Posts posted by MorhafMehena


  1. Just my artistic 2 cents. But it looks like to me that you have the glacier its self down well and good. Though, it looks like naked ice. I would think that you might want a thin layer of bright and opaque snow, maybe normal in Y based? I'm reminded of the snow shader in Maya which had a Y falloff. I'm specifically looking at the 2nd reference image .

     

    You're absolutely right! I started out with a snow shader, but it looked horrible,so I tried the ice first. It's time to give the snow shader another try! 


  2. Hi, I hope this is the right place to post this.

     

    I'm working on an ice / snow shader for an iceberg cliff. I am a beginner, so the shader is still very simple, it's just a surface model and some displ noise. I've played with the SSS, refl and refract settings a bit, and tried my hands at some noise, but its still a looong way from looking realistic. I really hope you guys can help me with this!

     

    This is where I'm at right now (sorry for all the big pictures): 

    wOzwFfj.jpg

    lOOmK9r.jpg

    wireframe (the model still needs some more work): 

    O4LFOQt.png

    network:

    xtp00vD.png

     

    And this is the look I'm actually going for (shader wise). 

    hXyTjJA.jpg H7v5n2l.jpg

    Y325rzt.jpg

     

    The goal is hopefully to have a realistic looking iceberg shader. To help other beginners, it would be nice to have a hip file at the end, complete with notes and explainations, so everyone can learn from it.

     

    I'm including the scene file (without HDRI, it was too big), so definitely feel free to have a go at it! :) I hope you guys like the initiative and contribute some of your vast knowledge  ;)

     

    Iceshader_v001.zip

     

    Cheers!

    • Like 3

  3. okay guys, this is driving me crazy. I have a bgeo flip sim cached out (with surface and velxyz fields), then somehow deleted my source file. So I now want to add whitewater to my cached sim. How do I set this up? 

     

    I'm bringing the sim in with a file node, then I just click the shelf tool. it tells me to select a fluid, so I select my file node (what else is there) and I get an error saying no fluid selected.. What am I supposed to do?

     


  4. Thanks guys, it seems all 3 methods are working!

     

    It didnt make that much of a difference though.. size went from 292Mb to 282Mb. Probably because all the detail attributes were still there (vel, timescale etc, but I think I need those now to emit my splash particles from). 


  5. Well, looks like the problem dissapeared. I rearanged some nodes, put in a few new ones, replaced the VDBfromparticle by a VDBfromfluid, and it suddely worked out fine. RAM and CPU usage were stable, and the writing only took 2 min per frame (compared to 3 hours). Here's the setup: 

     

    post-11750-0-33655300-1403385182_thumb.j

     

    And here's the result (far from perfect, but not bad for a first try, right?): 

     


  6. Hi, 

     

    I've seen a few topics on this subject, but none actually solved the issue in the end. So here's the problem: 

     

    I'm writing out a flip mesh (vdb) to disk (using the rop output driver), and the first 1-2 frames go just fine (takes +- 3 min per frame).

     

    post-11750-0-36335400-1403026187_thumb.j

     

    Of course Houdini uses a lot of RAM for this, but the problem is that it doesnt flush it after its finished writing out a frame. The cache stays, and houdini doesnt free up the memory, causing the whole computer to slow down (it then takes like 3 hours to write out 1 frame!).

     

    Is there a way to clear the node cache/memory after cooking a frame?flushing the cache from the cache manager isn't really possible (since I'd need to stop the writing after every frame). After i stop the writing, the memory only frees up again after I actually close houdini.

     

    p.s. I have an AMD FX8320, with 12GB RAM and a weta digital 3TB green HDD. Using houdini 13, on windows 7. 

     

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