Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Everything posted by Farmfield

  1. Houdini Pyro : Nuclear Mushroom

    Yeah, I think so. You don't have any lights in your scene, right?
  2. Houdini Pyro : Nuclear Mushroom

    I was about to link to this - but it's the wrong app I think... But the idea is the same, you basically need to get the directions from somewhere - in that setup I used particles, in Houdini you can pretty easily create a velocity field and then use that in a Pyro setup, basically the same technique I used here... (or in the tornado setup I posted here) And to get the result you post in that picture, you'll also need to have the smoke (dust) expand quickly, so you get that "poof". On a final note I'd like to further promote the technique of creating pointclouds with attributes to be used for driving particles, smoke or even debris, because it's so immensly usefull - it's basically the mother of "directable FX" which is the main purpose of Houdini in most pipelines.
  3. Houdini Pyro : Nuclear Mushroom

    That's it. Good luck and looking forward to seeing your results.
  4. Houdini Pyro : Nuclear Mushroom

    So I recently did this clip and I started out using the Side Effects Nuke asset available from Orbolt and tweaked it a bit - but their foundation for that setup is a really good example for studying and tweaking to see how to achieve variants of the mushroom shape... And in this shot you never see the final shape, but I got it pretty funky looking, very mushroomy - here's a screencap from a lowres sim during RnD...
  5. How to achieve this effect?

    Hehe, you want to do what us (in my case former) heathens do in Pflow and Thinking Particles all the time... I've been thinking of doing a setup like that but I just never got too it. Now I'll see what you guys comes up with so I don't have to.
  6. RBD fracture and particle in Houdini

    The ForEach node is your friend. You need to create some kind of rule for when a piece should transform, then use a ForEach to orient, scale and replace each piece with the pig model and feed it into the simulation using a SOP Solver. In the TP setup you linked to it looks like he simply scaled the piece down and the pug up, so it's not as advanced as a morph setup - though that would of course be possible, though computationally expensive.
  7. Starfish Lamp...

    So I tried to "translate" this tutorial into Houdini but so far I haven't managed to find an as easy way to do this as in the tutorial. Anyone have any ideas?
  8. Cutting system [perhaps FEM working]

    So I'm pretty sure someone put out a hip a while back, I was even sure I had downloaded it, though I looked through my demo-file folders now and couldn't find it... But setting something like that up isn't overly complicated, if you create your setup and set the piece to be sliced to be a fracture object, then you can move the create_fractured_groups and rest nodes into a Solver node, then add some kind of slicing setup before that, using volume break or whatever, even the cookie node could probably work, either animated or using a switch and an expression...
  9. So I got this idea for using a forloop and time offset to create the intermediate meshes per frame when retiming mesh sequences with inconsistent point/primitive count over every frame, but I messed around for a while without really getting a good result so far, perhaps someone here got some ideas or some other good solution for creating intermediate shapes in retimed sequences? And you can use any sequence to test this out but here's the one I was playing with: www.dropbox.com/../bullet.collide.abc alembic.retime.hiplc
  10. Yep, following this thread & hoping for some insight - the alternative being diving into the SESI setups, trying to figure out how their math Ph.D's created them...
  11. Flip fluid collapsing

    Change the particle separation in the DOP network fliptank and it will work. LOGO_0001_post_FF.hipnc
  12. Falling Bag with Cloth

    it's kinda silky-looking but yeah, with some tweaking you could get it really close to look plasticy I think. I put some serious time into getting to know the grain solver when H14 was released, it's an amazing tool but at the same time it's amazingly hard to tweak as most values in the grain solver really seem to do very little until they change the behavior of the sim significantly, hehe, but when you get it right, it looks really good.
  13. sand erupting

    Adding it the clip seemed like the reasonable thing to do and you just proved I was correct.
  14. Emit for 3 Frames

    Something like this will do the trick. $F > 5 && $F < 8 That will only evaluate when both are true.
  15. Pyro shockwave

    There's a million variants of shockwaves, if you could give an example, link to a video would be very helpful...
  16. Apple Watch Particle Effects

    Use sub surface scattering (SSS) and backlighting, you can check how I set it up to do this clip, there's a link to the scenefile in the vimeo discription.
  17. So I managed to solve how to get a particle to rotate around it's trajectory using VOPs but there just gotta be a simpler way to do this kinda stuff than messing about with math in VOPs, right? And don't get me wrong, I love the level of control you have doing these type of setups in VOPs but sometimes you just want a simple solution. spin.trajectory.hiplc
  18. Simpler way to rotate particle around trajectory?

    I actually changed the post from yesterdays "how do I?" to "is there a simpler way?" as I managed to solve it in VOPs today after 3 days of trying to find a "simple" way - though this was still before your reply. But I still think there just must be a simpler way to do this - kinda like how I knew (at least) 3 ways to generate normals along a curve tangent before realising you could do it in one step using the polyframe node.
  19. Simpler way to rotate particle around trajectory?

    Hehe, how is that a simpler solution that the one I did?
  20. Falling Bag with Cloth

    Grains - the position based stuff - actually works great for this kind of thing, just added a grain sheet and messed with wind force in DOPs. This is kinda cloth'ish, but then again I only use silk-lined plastic bags myself... bag.grains.hipnc
  21. Houdini Version - 14.0.291 OS - Windows 7 Pro x64 MSI GTX 970 Gaming G4 (4GB) / Driver - 347.52 Time - 58.5 s CPU - Intel i7 4790K @ 4.5 Ghz Time - 1:38.5 m Other - MSI Z97 Gaming Motherboard, 32Gb Corsair Vengeance RAM
  22. So when I started migrating to Houdini a couple of months back, I really didn't get into the really simple stuff in POPs because I just didn't think that would be a problem - now it turns out that what I thought would be really simple really isn't very simple at all. or perhaps it is and I'm just too stupid (or too locked into my TP/Pflow thinking) to see it... Lets say I have a couple of particles shooting out from one point and I want to have particles "spawn" of these particles at random frames, inherit the velocity but shift the direction a tad. Final step is just have all points create trails using a POP Replicate to spawn stationary particles - but that part I get fine. Oh, and solutions using VOPs, wrangle nodes etc. isn't an issue, any solution will do. So we're just talking about creating simple growth pattern, something that is ridiculously simple to do in TP or Pflow in Max. Like this setup I did in TP 1-2 years ago, the secondary growth patterns.
  23. POP Replicate from random id at random frame [SOLVED]

    Well, thanks to Ian I have now solved this in a couple of different ways and in the end it was really as easy as keeping it in three groups, one to lead, one to spawn and one to trail. The attached file is the most I could simplify it. But with that said, doing it as simplified as I have produces a pretty "undirectable" setup where any change in values completely changes the whole pattern - compared to stacking POPs on POPs which is amazingly controllable and directable result - and if you really need to do feedback loops, I guess you could always stack POPs on POPs inside a solver node...(?) And I think I figured out how to use the streams to now, both how you split them out and how you use the streams node. I will continue to play around with all this until I feel secure I know what the hell I'm doing in POPs, replicating a couple of my earlier TP setups is probably gonna be the best way for me to reprogram myself from the Thinking Particles- to a Houdini POP's methodology/mentality. growth.in.one.POP.v1.hiplc
  24. VDB export from H14 to V-ray problems

    A bit off topic but for exporting Pyro to Max for rendering, try 3delight (just released for 3ds Max), it's blazing fast for rendering volumes - and it's free for a 1 workstation, 8 core license. Edit: Oh, I forgot, the 3delight plugin for 3ds Max has it's own VDB importer that imports H14 volumes just fine without any need to set compatibility or alike.
  25. POP Replicate from random id at random frame [SOLVED]

    LOL, I just replied exactly that to Michael Stark, discussing ICE on twitter. But with that said, I was never very fond of working in Magma. The whole thing with Houdini, though not 100% true, it's pretty damn unified, in terms of workflow, messing about with attributes. In Max you jump between plugins by different developers and you need a multiple-mindset-approach to many things that I now tackle with one mindset - or lack of one perhaps.