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  1. POP_Stream Smooth Transition?

    hi, POP_Stream creates other stream by expression. but the rotation is changed in one frame.(at 48f) the attachment file,this is simple scene. the particles go to from Outer Tube goto Inner tube at 48f. ”goto” stream with VOP. How can I make a smooth transition? thanks. POP_Smooth_Transition_v001.001.hipnc
  2. OrderMenu

    hi, Disable, Hide option is very easy, and useful. by the way, I want to set expression value into 'String'(FilePath) Parameter as default by value of other 'OrderMenu'(Category). how to set expression ? thanks.
  3. the problem with VRay version 3.6.04, ver.3.6.03 shows vray_velocity_element with no problems. Motion_blur(3d blur) has same problmes. thanks
  4. hi, Export pyro sim with vdb, input vdb into VRay_VolumeGrid on 3dsMax, 3rd party chennel mapping smome=dencity, temperture=temperture, each velocity = vel, the grid show velocity wit purple marker. but the vray rendering image is empty VRay_Velocity Elements(strength Zero). VRay_Volume_Grid is sat "Volumetric_Geometry" mode.(need geometric vray render elments) whats wrong my setting? Vray 3.6.04 (3dsMax2017) Houdini 17.5
  5. hi, the particle shape from other DCC tool with alembic file format, the alembic do not have velocity data. particles count changed frame by frame (has life-span, are delete by age), connectivity class id is changed frame by frame, thus, i cannot track the velocity. Alembic(delay_load?) -> Connectivity ->Trail(recompute_velocity) do you have any way fo this case? thanks
  6. Alembic Fromat, in Houdini, Primitive group names are "body" "neck" from 3dsmax "name" value, Rename Groups into 0~N - 3dsmax multi-sub-ID 1~(N+1)
  7. We export 3dsMax-geometry (asigned sub-material) as Alembic with ogawa option. In Houdini, We import it through Alembic(SOP), The Primitives are recognized by gruop "Max_Material_ID_*", but number is -1 compared 3dsmax-Submaterial-ID. using Voronoi fratcure, it's create nrew group "inside" into breaked new surface. DOP using this, no problem. SOP import DOP result, unpack after DOP-import and change Cd with Color-SOP, Primitives keep their group. Export ROP-Alembic with ogawa option. 3dsMax, import Alembic, the material asign is incorrect.Out-surface is 1, Break-inner is 2, missing surface asign. Show vertex color, ther are correct, same as houdini. from this result, we can re-asign muslsub-ID with max-script using vertex color value, but is's not comfortable. Is there a better way? thanks Destructure_Max2019_v006.hip
  8. get outside shape

    simple test your advice "Connectivity" is very useful for this case. getOutsideShape_v001-001.hip
  9. get outside shape

    thanks! my scene is 3D with complex scene. I understood the way of thinking. I am not used to Houdini, so it will take some time. I will try in your way. I will post the file if it works.
  10. get outside shape

    hi, the background object has some parts. ex) tree, house , Rock, snow, cliff , ... and so on. they has some intersectes each surface, and empty space. How we get outside-shape?(one-skin-mesh, like one-Volume.) Boolean or VDB_Combine? I cannot delete inside empty space. any options? thanks.
  11. 16 boolean error

    thanks, using "Unpack Alembic Delayed Load Primitive" option, it works fine.
  12. 16 boolean error

    thanks, very nice. sorry, I has forgot important things. my project using 3dsmax, export tears and face with alembic from 3dsmax, and houdini import their. alembic -> convert to poly -> Booelan it's bring crash. Comvert vdb from polygon -> vdb combine this way work well, but un-sharp details. i want to use polygon surfece. thanks
  13. 16 boolean error

    hi, i try to make tears. tube of tears , and face surface. both geometries are animated and tear is changed into different toporogy each frames. i want to delete the intersections of tears into face surface. boolaen sop, error and crash. please tell me, tips for abort errors. thanks
  14. whitewater control (More spray)

    thanks. I see. Only a good part should be used. But if possible, I hope that I can decide the appearance rate beforehand. I think I'll also consider a little more different way.
  15. hi, whitewater tool provides whitewater-effects as particles. the particles(bubbles+foam+spray) born from white water source.(<- shelf tool) my simulation has enough bubbles or excess , foam are a little less, and spray are very few. *)whitewater control (spray few).png I want to make the elements balance, especially to get more spray. in other words "Amount". which parameters are make it? simply "Const.Birth", but it affects all elements. One idea, adding another solver for spray element that switch off foam and bubble. *)whitewater control (split solver).png if using this method , spray particles can not be made foam particles , foam particles can not be made bubbles particles. Is it usually done this? Multi-solver? thanks