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Everything posted by fuat

  1. Hello, we are looking for FX-Artists (Mid & Senior Level) starting asap for about 8-10 weeks. Should be solid in large scale destruction simulation tasks like RBD, FLIP (Ocean & WW), Volumes & Particles. Remote work is possible with an NDA to be signed, preferable European-near time zone (for time-related reviews and communication). Please let me know if interested and available. fuat.yueksel@risefx.com Thanks Fuat
  2. back to the question at hand: i am using Houdini on Linux Mint 19 and it runs nice and smoothly. Would never go back to any other OS. but as ususal, there is no objective answer to this question.
  3. Sop vex ptnum vs cvex

    Tomas, your Houdini knowledge and numerous answers are truly amazing.
  4. Congratulations Jeff and SESI! All the best for the next years. Keep up the great work and enthusiasm.
  5. contrail deformation by spline

    Thanks for the reply. Not in front of houdini right now. Will have a look and learn from it when back from vacation. Very interesting. Could not look into the scene file. I once read that trilinear interpolations work quite well with fields. But dont know if this applies to your scene.
  6. contrail deformation by spline

    What was the solution?
  7. I think "fill Interior" does the exact right thing. As far as i know, a fog volume is always "filled". Otherwise it wouldnt be a fog volume. Same as storing graduating sdf values towards the interior (like a falloff), i think "fill interior" on a fog stores graduating density values like a falloff (would have to doublecheck this, not 100% sure, but i think so) towards the "middle". So I usually use "fill interior" with SDFs rather than Fog volumes. Hope this helps.
  8. VEX function clarification

    vector foo = point(0, "N", 19) // if you need it as a variable v@foo= point(0, "N", 19) // if you need it as an attribute
  9. pluralize vex

  10. hi Sourabh, what exactly didnt you understand? what exactly do you want to do? that maybe helps to understand what you are after. EDIT: maybe also read about other functions like vertexhedge or hedge_prim, they are very well described and documented. hope this helps fuat
  11. http://www.sidefx.com/docs/houdini/vex/halfedges
  12. Smoke Solver | Tips and Tricks

    great. thank you very much
  13. Parenting at geometry level

    there is. see attached file. the "optransform" vex function returns a 4x4 global matrix of an object. then you just multiply your pointposiiton with that 4x4. hope this helps? Fuat SOPParent.hip
  14. https://www.amazon.de/Math-Primer-Graphics-Game-Development/dp/1568817231
  15. this is why i love this forum.
  16. yes, exactly like Thomas is saying. i forgot that (brain is in sleep mode, too late already) thanks Thomas.
  17. you can also do it with vdbs only wothout using volume source. in SOPs, do vdbfrompoly and use surafec as collision. plus create another attrib (in vdbfrompoly) set to "Tuple/Vel/Acceleration" and use point.v as collisionvel. done. bring this into DOPs with fluid source DOP. set it to "Collision". when you now check your SOPtoDOP bindings tab, you will see that it need one "collision" field and one "collisionvel" field. good luck! fuat
  18. ocean spectrum questions

    just a thought: - with a grid of 10x10, set ocean spectrums "resolution exponent" to something like 10 or 11. - on you ocean evaluate, set downsampling to a higher value like 3 or 4 - if waves too fast, lower ocean spectrums "timescale" this should help i think.
  19. i think the sopguide-dop could help? another idea may be to convert you geo to a scalar (density) field and use the scalarfieldvisualization in DOPs. only a guess though, not sure in your case.
  20. did that a few years ago. very simple smoke sim, only have to crank up turbulence and shredding. hit render. done hope this helps Fuat
  21. assuming the alembic comes in as a packed abc, you have to unpack it in order to get the attributes. but of course this will raise memory usage (especially in your case with such a huge cache) hope this helps
  22. Ideas for pipeline checklist

    besides the ones already mentioned, for me the most important is: - meaningful folder structure - naming conventions - and the most important: backtracing files/caches. theres no worse thing than having to change/rebuild something and not knowing from which file it was generated. or searching though tons of folders trying to find the right asset or cache or scenefiles.
  23. VDB Curvature Flow

    that was what he asked for? doesnt the vdbanalysis exactly output that? or am i missing something? correct me if i am wrong