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Everything posted by Atom
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Vorticity attributes lost when caching simulation?
Atom replied to Mycelium's topic in General Houdini Questions
It seems to work for me. I can see vorticity on the final surface even without unpacking. Perhaps you have cached something along the way without vorticity? Try removing all Load From Disk check boxes and sim a few frames..? -
Vorticity attributes lost when caching simulation?
Atom replied to Mycelium's topic in General Houdini Questions
Rewind and recache? It seems to work when I add it to the attached simulation. ap_flip_viscosity_by_attribute.hiplc Here is a microsolver version here. -
Do you have quicktime pro installed? You may need that. I use quicktime (animation codec) for all my output on windows so I can confirm that it does work.
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Karma does work with the Indie license, but you may need to recover the render token. Here is an example scene that produces output on my machine. If you can't get it to work, contact support. ap_tyler_bay_shaderbot_v001.hiplc
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You could try increasing the substeps on the solver, or blurring the initial volume source.
- 4 replies
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- emitter
- moving emitter
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I'm trying to leverage continuous pyro clusters for agent missile launches. The dim pink boxes are my cluster areas. The white boxes I assume are active voxels within the cluster. How do I get voxels with no density to auto-deactivate? I think the cluster is designed to deactivate and release its memory if there is no density. Is that accomplished through DOP masking?
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No, sparse doesn't seem to work in this scenario, which is agents firing in various direction. I pursued that as the first approach, but sparse just makes and increasingly larger area while maintaining divsize. This causes slowdown and memory use which grind the computer to a halt. I think I've figured it out. You have to leverage fluidresize if you are using Continuous clustering. This causes each cluster to collapse after density is no longer present.
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It worked for me. That's pretty cool. I didn't realize Wren could render to .eps files.
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This video has an explanation of polyframe.
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Yep, send that to support. You have found a bug.
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Maybe these links can help. https://www.sidefx.com/forum/topic/67731/?page=1#post-287800
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That does look like an FPS mis-match. You might want to try kicking out your explosion at 30fps. I faced something similar when I tried to supply a 24fps point cache as a Niagara source. I was told Niagara runs at 30fps. Try searching under Unreal project settings. You might be be able to adjust the engine playback speed and avoid reexporting your explosion.
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Don't substep the DOPNetwork, substep the PopSolver.
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One thing you could try is to export all (or most complex) of your geometry as a .rs file, if you have not already. Then Redshift will read the geometry from the disk and not have to request the geometry through the Houdini API, which might be a single threaded process IDK. This API request might be part of the slowdown.
- 2 replies
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- procedural env
- redshift
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Redshift rendering textures - light has no impact??
Atom replied to reedma's topic in Lighting & Rendering
If you have connected the texture directly to the output, then no lighting is calculated. Try putting a material between the two nodes. -
You could call the more extended version of curl noise directly. There is a periodic version that might help with the tiling. You need to include the voplib.h to access these extended functions, which are basically what VOPs wraps. vector freq = chv("Frequency"); vector off = chv("Offset"); #include <voplib.h> vector noise = vop_curlNoiseVP(@P, freq, off, { 0, 0, 0 }, "pnoise", "", 3, 0, 1, 0.5, 1, 1, 1, 0.0001); // Laydown along an axis. v@N = cross(noise,{0,0,1});
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Getting closer with a little vex and a group select around the eye.
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I have a character model who has eyes. The eyes are locked open. What would be the easiest way to simulate an eye blink or closing of an eye?
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Close, a dragon's head. All triangles.
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As is, you can use it to highlight a font.
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It looks likes you are setting the velocity after the simulation. That won't have an effect on the particles inside the popnet. Try moving the popnet to the end of your network chain.
- 1 reply
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- explosion fx
- velocity
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What if you try generating them in a straight line, then use the pathdeform node to bend them along the curve?
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Is it possible to direct emitter to emit 1 particle at a frame and another 1 at latter frame?
Atom replied to tsaid's topic in Effects
On the PopSource you have to set your source emission type to points, not scatter. On the Birth tab place the expression on Impulse Activation, not Constant Activation. Set the impulse count to 1 and constant count to zero. ap_Question_emitParticleAtFrame.hiplc