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Everything posted by Atom

  1. Splash from the side not the top?

    Deleting the clam particles might be one way to go but I think the Ocean tools has a way to integrate a flip sim so the match is seamless. You may want to view the ocean tools master class video.
  2. Uknown shading artefacts from Mantra rendering

    It may be duplicate geometry in the same place. z-fighting. Or try adding a normal node at the end of the SOP network.
  3. You can place a null inside the object you want to switch off. Connect the final network output and the null to a Switch and you can animate the switch from the full object being rendered to the null being rendered. This can cause render anomalies, however. For instance bounced rays will no longer bounce and if the object appears in a reflection it will all of a sudden not be in the reflection when you switch to the null.
  4. Splash from the side not the top?

    Could you simulate it top down and then rotate the cached out results to your final angle?
  5. Crowd Agents Motion Blur

    I think unpacking is the solution.
  6. Hi All, I have a roughly rectangular mesh and I want to project UVs on to it in a box style mapping. This is fairly typical in other applications but I can't seem to locate this feature in Houdini? I am trying out UV Project Orthographic but I am getting stretched results on the sides of my mesh? Thanks
  7. I have an iPhone model that I am melting. I am using attribute transfer to migrate UVs from the original model onto the fluid based resulting model. In the viewport it looks ok. I see my UVs are traveling with the points and appear to be melted. Notice how the green smudge seems to be in a lower location in the viewport. But when I go to render, the UVs look like they are not carrying through and only inherit the position/location from the first frame. The top row of icons in the melted render is actually from the middle of the unmelted phone. I am transferring the @shop_materialpath as well as the UVs .
  8. [SOLVED]Melting UVs?

    I have modified your scene to allow both uv and shop_materialpath to flow through the fluid simulation. The higher the resolution, the better the quality of the attribute transfer. I generally discard FBX materials that are generated by Houdini and use a wrangle to re-write the @shop_materialpath to point to the material context I am using. Sometimes /shop, sometimes /mat. I have added a wrangle near the end of the Genesis3_Male node inside the FBX import node. This wrangle uses a simple IF statement to detect the old material name and reassign a new one that points to /mat context. Inside the /mat context I have dropped down a Principled shader and renamed it to "Face". Go ahead an extend this code by writing the material path code for the other 16 materials on this object. Then you can populate your /mat context with shaders and plug in your maps to those materials. if(s@shop_materialpath =="/obj/gen3_fbx/materials/Face") { s@shop_materialpath = "/shop/Face"; // Or use the /mat context. s@shop_materialpath = "/mat/Face"; } ap_119_FLIP.hiplc
  9. [SOLVED]Melting UVs?

    Just transfer all the UVs from vertex and the @shop_materialpath from primitives. Create a unique material for each @shop_material path and the textures for those faces should lineup with your image maps. If you are talking about having additional attributes like uv2, uv3 etc... then promote and transfer them through the system like the original UVs.
  10. Collision causing issues in pyro cluster

    Try turning off Track Object on the resize node then, under Max Bounds enable Initialize Static.
  11. Atom's Link Page

    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  12. Grid with round corners?

    Drop down a grid. Move mouse into the 3D viewport and press S-KEY to enter point selection mode. Select the four corner points. With the mouse still in the 3D viewport press TAB and type 'bevel' to drop down a polybevel node. Move the offset slider and increase the divisions.
  13. That method looks promising. It looks like the result is using the fluid sim points to point deform the original mesh. Then you don't have to worry about transferring Cd or UVs through the sim. They always reside on the original/deformed final mesh.
  14. MTL To Redshift Material

    I put together a simple script to read the .mtl file, typically associated with a .obj, and create a Redshift material for each entry it finds in the .mtl with a map_Kd token. A Redshift material is created and a texture map is linked to the diffuse color with the filename for the map populated with what is found in the .mtl entry. This is useful when importing architectural .obj files that typically have a large number of materials associated with them. Expected .mtl format of supported tokens. #newmtl _4_2_ <- Material name. #Ns 96.078431 <- Specular intensity #Kd 0.640000 0.640000 0.640000 <- Diffuse color. #Ks 0.500000 0.500000 0.500000 <- Specular color. #Ni 1.000000 <- Index of refraction. #d 1.000000 <- Opacity. #map_Kd 21_budova/_4_2_.jpg <- Map name. #map_Kn 21_budova/_4_2_n.jpg <- Map name. The result of one-click texture mapping. Here is the Colosseum auto texture mapped. The path to the .mtl file and texture path is hard coded. Place the code in a shelf tool button and adjust the path to point to your .mtl file. mtl_to_redshift_061618.zip
  15. Crowds in Skirts

    Here is a rework of your scene that gets one skirt simulating, but I am not even sure if you can run a dopnet inside a loop? That is why the RISE approach makes sense. In this case I think I would simulate each agent in-place, removing locomotion. Then export each agent as a deforming polygon geometry, not polysoup. Run a cloth sim on the deforming geometry. Then return to the full locomotion crowd simulation and attach the resulting cloth simulation to the agent. So the final scene would have nothing to do with either simulation. It would simply be a series of File nodes merged together bringing in the deforming agent mesh and the cloth simulated mesh bound with a rivet or parenting. ap_corwdsinskirts02.hiplc
  16. Crowds in Skirts

    If you have not seen this video, check it out. It is a presentation by RISE and how they handled crowd shots. Basically they created paths for each and every agent then solved each agent one at a time. Cloth was handled post crowd sim on the resulting deforming mesh.
  17. Blood Drip Question

    Try changing the angle of the ground plane slightly? Or place a mostly flat, but slightly deformed collision object where the blood drops pool up. There may also be ways to apply forces to the fluid particles conditionally, say when @P.y<1, for example.
  18. To preserve any attribute with a fluid sim you need to promote it to points before you sim. The point attributes should flow through the simulation without problem. You do have to add uv and Cd to the Keep attributes list on the fluidcompress node, or they will be removed from the points upon compression. The same is true for the Transfer Attributes list on the ParticleFluidSurface node. After surfacing attribute promote the uvs back to vertex. You can go with the attribute transfer approach as well but you will need to extremely subdivide the source you are transferring from to get a reasonable match on the constructed fluid surface. I explored the topic a little bit here. You can also check out eetu's fluid image. https://dailyhip.wordpress.com/2017/01/25/fluid-image/
  19. Blood Drip Question

    On the Reseeding tab of the flipsolver1 node set Surface Oversampling = 48 and Over Sampling Bandwidth = 2.
  20. static gas turbulence?

    I have noticed that some of the OpenCL code is hard coded at 30 FPS which can create beat patterns against the default 24 FPS. One thing you might want to consider is custom drag. Check out Fencer's setup.
  21. White water question

    Whitewater fetches it's data from the COMPRESSED cache, not the SURFACE cache. If you still have the scene available go ahead and kick out a compressed cache and feed that to the whitewater tool. One easy way is to use the whitewater tool on a flip tank then point it to a File node that fetches your compressed cache. Then you can delete the flip tank.
  22. Hi All, I noticed an ad for the Lost Boys school of visual effects and after reading the price of tuition got incredibly depressed. 60 days after enrolling you have to come up with ~20,000 dollars. That's just half of it. So it is 41,000 dollars total. I assume that is for one year. They claim a 98% placement rate which could make it worth the risk. That would mean I would have to mortgage my house to go to school. The recent Sony Hack revealed visual effects salaries and a plot by ILM and Pixar to not cross-hire away talent from one another effectively enforcing wage fixing (while actors, producer and director continue to make millions). I am wondering if anyone who is currently employed in visual effects can verify these numbers. I am not asking for individual salaries but are they in the ball park of what is listed in the image? Or is this just some conspiracy theory that has yet to be verified? As an entry level animator I can expect to make less than a web developer while mortgaging my home and moving to a new city which also is an expense. Why couldn't I be happy being a developer? I just love working on visual effects solutions.
  23. Hi All, I am working on a custom agent that takes the form of a bouncing ball. This is a single bone RIG that squashes and stretches. I have baked out my animation and the crowd simulation seems to be using everything just fine, however, when it comes to rendering I can not figure out how to enable motion blur for my custom agent. Motion blur is enabled in mantra, I have enabled Geometry Velocity Blur on my pre-baked geometry. I also added a Trail SOP to endure velocity was being calculated after the bone deform. I assume the bake feature supports baking of velocity data into our .bgeo and associated crowd files. When I compare the crowd_source node before and after the simulation I can see that the velocity is intact before the crowd solver. But when I render from the DOP import I get no motion blur even though the Geometry Spreadsheet clearly shows velocity values. Can Mantra do this? What additional setups do I need to perform to get my bouncy ball rig agent to render with motion blur? ap_ball_rig_bounce_in_place_1a.hipnc
  24. You may have to unpack them then...
  25. Try going up one level. crowd_source at the /obj level, Render tab and Sampling sub tab. Geometry Velocity Blur checkbox.
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