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Everything posted by ciliath

  1. Hello~ Do you have the "use waterline" option activated? (under volume limits) ?
  2. 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
  3. 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!!
  4. Dissolve from texture

    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:
  5. Add wires dynamically to wire simulation

    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
  6. 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.
  7. 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
  8. Procedural Lake Houses tutorial

    sweeet, gonna have to break my piggy bank now
  9. Procedural Lake Houses tutorial

    Wicked, I'll be looking forward to It x) Gott nytt år och god fortsättning
  10. Procedural Lake Houses tutorial

    Congratulations on finishing your series!! Any hope of getting a bundle? :>
  11. Procedural Lake Houses tutorial

    Sweet, keep up the good work Yeah, a bundle would be awesome!!
  12. Procedural Lake Houses tutorial

    Cool!! How many parts are there gonna be if I may ask?
  13. You KNOW you're a total novice when...

    When you think you'll be fine with 8gb of ram.
  14. I believe It means that you have typed a python expression in It
  15. Simple Math Problem

    @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?
  16. 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.
  17. Where is my rest field?

    on the smoke object tick *add rest field* in the initial tab; and on the solver go into advanced --> rest field --> and enable Rest now try importing rest and rest2 (dual rest fields)
  18. Curl noise question

    Hi Nelson, The amplitude of the Curl is proportional to the gradient of the vector field It is fed (which by default is a perlin noise vector field). The gradient is the derivative of a 3d vector, so in other words the rate of change. If the rate of change is high, you will get high values on the curl. So when your input is a high frequency noise, the noise feature gets very small and very varied, which results in vectors flying all around the place. Hence, a high rate of change. A nice pdf on how It's calculated can be found here http://platforma-kooperativa.org/media/uploads/curl_noise_slides.pdf I hope I was of help, ask if anything doesn't make sense
  19. Spider Web RnD

    That looks really cool, nice weight on the strings; but maybe the amount of spiral strings is too dense? That is at least what I can think of when looking at some reference photos. A render of this would also be awesome to see! Could you share a bit of your thought process on this? Maybe shed some light on the algorithm you're using? It'd be fun to know
  20. Houdini 16 Wishlist

    Have the timeshift node work per point and not necessarily on the whole geo. (So we can have different timeshifting on different points in the geo) Or at least have It work in the For loops. Any of those 2 would be awesome.
  21. If you create some random velocities based on current frame and Point Id you should get random angular velocities as a result. Or in the dops you could probably create a hscript expression in the inital state tab for the angular vel. something like rand($OBJID)
  22. sorry haven't looked at your file, but the way I do It is by feeding the extra elements into the cloth object directly. Just change the creation frame (in the tab "creation" of you cloth object) expression into $F
  23. Hi, Junior of 6month here. I guess I'll chime in with my 2 cents. I studied 2 years at Nackademin - digital graphics, a vocational university in sweden . (sadly the course no longer exists). We were taught 3d on the basis of becoming generalists in maya. Which I guess has Its perks and downfalls. The perks being that if you have no clue on what you want to do in 3d, you get to test a bit of everything, which is nice. But, Houdini is something I had to teach myself on my own, no help or guiding there. (thanks goes to cmivfx and Peter Quint) So If you already know what you want to do, a school is only good for giving you the opportunity to work in groups, make contacts/friends, and getting an internship. Internship being the most important aspect of those 3. It is during that period that I learnt the most. If you can get yourself an internship without the need for an education course, I say go ahead. Sweden has free education, so Its not really a problem, but I wouldn't have done It had It cost 40k$ After my internship I did struggle for a while though, tried finding work as fx-td in Sweden, to no good avail. Found a job as a bug tester instead at a gaming company. Spent 4 month there while doing houdini projects at home, managed to do some freelance. After that I started looking for work outside of Sweden and I am now at Dneg in London. I think that It's absolutely possible to teach yourself Houdini all on you own, dedication and tenacity is all you need. And once you find an internship you'll learn a ton of tricks, and get the experience of working in group. But I'd like to say that It isn't the easiest feat to get a foot in the industry, I think maybe 30% of my class actually managed to find work. This might be different in other schools, but when I started we were told 75% found work afterwards...