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Hi there, I got a curious question that I was hoping someone might shed some more light on if possible. What's the difference between the old sph solver, the particle fluid solver, and the new pop fluid solver? Is it all the same thing but wrapped in a new package, or do they have different utilities? Thanks, Felix
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ciliath started following Having both velocity and geo motionblur?
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Hiya, Do anyone know of a method of incorporating local velocity motionblur with object motionblur? example: You sim some smoke at the origin, and then with a transform make it spin in a circle post sim. If you want It to have the curvy motionblur from the transform animation and also have the vel velocity of the volume and use It for its velocity motionblur, well... does anyone know of a method, or have any idea on how to have both? Thanks!!
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Probably the easiest way would be to try and recreate the marble texture with several noises merged together. You'd have an easier time then isolating the edges -> take the complement of you noise, feed it through a fit - change a bit the range and subtract it to the original noise. That way you avoid making UV's for your meteor, and you can animate the noise for fun effects. As for the dissolving, I think vdb dissolving is the right way to go, this video from entagma illustrate it well:
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I think the entagma guys did something similar, though wires with grains. Maybe have a watch, enjoy looking at code, else yeah, a sop solver with your wire solver would do the trick You hook your wire object into a the first input of a multisolver, and your wire solver into the second input, then you put a dop solver also into the second input. The dop solver will read in the geometry you are handling, and you can at that point create the extra wires just as you would in sop context. Give it a try, see how It goes
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Packed Prims - attributes not affecting material with sss
ciliath replied to MrHoo's topic in Lighting & Rendering
Though the SSS in my scene looks much more noisy and kinda blue, It does appear in both cases and on the same spots as in your example. Im at work so cant post my result, ill give it another try once im home. -
Packed Prims - attributes not affecting material with sss
ciliath replied to MrHoo's topic in Lighting & Rendering
Hi dominik, I tried rendering your file and It seems to be working the same, whether I render directly or from file :/ I get some light SSS on some of the spheres of each berry -
sweeet, gonna have to break my piggy bank now
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Wicked, I'll be looking forward to It x) Gott nytt år och god fortsättning
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Congratulations on finishing your series!! Any hope of getting a bundle? :>
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Sweet, keep up the good work Yeah, a bundle would be awesome!!
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Cool!! How many parts are there gonna be if I may ask?
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When you think you'll be fine with 8gb of ram.
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I believe It means that you have typed a python expression in It
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@logix1390 You have to put down an attribute promote, primitive to detail, with promotion method sum to get the real volume. If I understand the help file correctly, the ˝volume˝ of each primitive is calculated based on the pyramid It forms between the face of your primitive to the point defined by the ˝center˝ value you give It. So adding the volume of all these pyramids together will give you the real volume of the object. @konstatin_magnus A grid has no volume, I'm not sure what you are really trying to prove?
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Effect pscale by using black white values in turbulent noise.
ciliath replied to Slimesunday's topic in General Houdini Questions
Inside a *attribute vop* create a new attribute from your color called scale, and use a fit range to make white = 0.1 and black = 0 (on your original sphere). There are several attributes the copy sop looks for when doing the copying, scale is one of them - you can find a list of them in It's help file.