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Martin47 last won the day on July 21 2018

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  1. New Retime sop with flip fluids cache

    ahaha Marco my friend!, that was funny . Yey, I completely forgot that checkbox!, I didn't try yet, but is that for sure. Thanks! Otro abrazo a ti!
  2. Hi everyone. I was playing around with the new Retime Sop which works amazing on pyro sims, so I was trying to slow down a flip fluid cache but not luck. if I turn on the interpolation method, the point position blows out, which seems logical since there is no way to found the correct ID for each point, and if I turn the interpolation off, it does exactly as they say, no interpolation. correct me if I am wrong, but seems like we have to follow the common method of "no reseeding" anyway right?. I thought there would be some new magical recipe, retiming the velocity field and advecting position or something wow like that. thanks guys!
  3. you are looking for the point() expression. it returns the value of a point attribute. http://www.sidefx.com/docs/houdini/expressions/point.html
  4. Swirl Pyro Equivalent

    you rock, man!.
  5. creation of dust at the impact of the steps

    A simple exercise could be color both geo and transfer Cd attribute to the ground via AttribTransfer Sop, Scatter some points by Cd and emit Pyro from that points.
  6. Swirl Pyro Equivalent

    Take a look at this file. SeedVorticles.hipnc as i mention before, you can inject some particles that will be use as a vortex seed (Vorticles = Vortex-Particles). The process will be: Create a source to apply the vortex forces Apply Forces Update the Velocity field Advect the vorticles to move accordingly to velocity field So houdini comes with a Microsolver called "Gas vorticle Geometry", this MS create a bunch of points on a fixed volume that match your fluid object, each with a magnitude and radius, Then "Gas vorticles forces" applies a Paddlewheel-like force to each point and updates the velocity field based on a Confinement Strength. Finally in the advection step "Gas advect" MS, moves the points according to the velocity field to track the fluid movement and preserve the position of each vortex. btw there is a shelf tool under "Container Tools" tab called Seed vorticles that make all setup for you. ( i never seen that before ) its not the best explanation but i hope you find it usefull. Cheers!
  7. Swirl Pyro Equivalent

    Look at the "Confinement" parameter in the Shape tab of the Pyro solver, is based on the Gas Vortex Confinement dop. is a starting point. in other hand, you can create some vorticles forces advecting particles. look at this thread plenty of pyro info and some examples i guess
  8. spider crowd on walls and overhangs

    its no crowds but maybe you can take something from it
  9. spider crowd on walls and overhangs

    take a look at this post by "sohey" works perfect and its a very good starting point.
  10. Volume Light

    with "pyro render tab". i mean in the render tab of your geometry cache.
  11. Volume Light

    Since lights are additive, you can turn off all the lights in your scene, and render only the Volume light, with the "Matte Shading" parameter turned on in the pyro render tab, so you will get a completely dark scene with only the incidence of the Volume light, then you can compose that pass in "add" mode.
  12. objects attract to object

    You can use a pop drag to modulate the attraction force. this file has some vex stuff inside, check this out.. drag-by-distance-00.hipnc
  13. "File “CUsers/Administrator/htoa/htoa-2.0.0_r240c4dd_houdini-16.0.557/htoa-2.0.0_r240c4dd_houdini-16.0.557\python2.7libs\psutil\_pswindows.py”, line 14, in <module>from . import _psutil_windows as cext" seems like a mismatch in the Arnold/Houdini builds version, if you check the Solid Angle documentation explicitly said: "The HtoA build must match exactly your Houdini install, down to the build number, or random crashes and glitches will occur.
  14. Sure, have you already tried to change the "Jitter Birth Time" and "Interpolate Source" parameter? basically it creates particles with a random age and moves it according to their initial velocity, then the interpolation method decides where in the source to interpolate (forward or backward). look at the file. jitter-birth.hipnc
  15. RGB to Kelvin

    here is a test with the equivalent code in VEX, this not answer the question, but maybe help to "reverse engineering" something . anyway as @Juraj said, build an array with kelvin-to-rgb values and match to the closest may do the trick, at least in a plausible approach. maybe this chart is useful? http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html Kelvin-to-rgb-00.hipnc