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jasonsmart

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About jasonsmart

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    Jason
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  1. Rolling Clouds Simulation Using Smoke

    Hey there, I recently saw a breakdown that Main Road Post did at last year's SIGGRAPH and I have been trying to recreate their cloud simulation but to no avail. Currently I'm using particle velocity to drive the smoke velocity in hopes of generating shapes similar to their video which I've attached here as a reference along with my scenefile. I'm hoping someone could take a look and maybe give me some pointers. I would love to get close to what their reference is. I really love how they achieved a rolling cloud look. Thank you. cloudSim.mp4 clouds_v03.hip
  2. Smoke Suction & Expansion Velocity

    I've almost gotten the effect I want but I'm stumped on how to take it that last 25% of the way. I've created a torus that scales up, emits smoke, then scales back down...I'm attempting to create a suction effect so as the torus scales down the smoke gets sucked into the center. After reading some other forum posts about reverse expansion I tried setting that up and it's kind of working....however the suction doesn't seem to be following the velocity caused by the scaling of the torus. I tried doing some sort of setup within a volume vop but I'm hitting a wall on how to get that velocity to be taken into consideration by my expansion. Thanks for taking a look! smoke_suction.hip
  3. POP Grains Collision Issue

    Hey there, I'm having an issue with my POP grains sim. I'm trying to simulate spaghetti or noodles on a plate which are thrown up into the air as the plate is flipped. I was able to modify a scene file to create the noodles and create collision geometry based off an alembic file I was provided. However I'm having two issues: 1. My grains don't stick to the plate the entire time, some of them go through my collision geo 2. I'm getting some very weird stretching with the grains as the sim progresses. I'm not sure if there is some other collision elements that I am missing or settings on the grain nodes that I need to tweak. I've attached a flip and hip file. Any advice would be greatly appreciated. Thanks! noodles_v01.mp4 noodles_v04.zip
  4. Hey all, I'm banging my head against my desk trying to figure this out....I'm attempting at creating a spaghetti-like simulation where noodles start out on a plate, and then the plate is flipped and throws the spaghetti off the plate. I'm generating some noodle-esque lines using pops and grains but I cannot for the life of me figure out how to get them to not intersect. Am I missing something? I was also hoping to add meatballs to this at some point as well which would be sitting on top of the noodles and then get thrown off the plate as well....would this be accomplished with adding a multi solver to my pop network that combines the popsolver with a bulletsolver? I've heard grains and RBD objects don't play super well together so I'm not sure which is the best approach for something of that nature. Thanks for your time!spaghetti_RD.hipspaghetti_RD.hip
  5. VDB Landscape With Train Tracks

    Yeah they were. I would love to upgrade to H16 however the OS we're on at the office does not support it so unfortunately I'm stuck on H15 until we can do the OS upgrade or even better switch over to a PC shop. I would've loved to have started this from the beginning with the terrain tools if they were available in 15.
  6. VDB Landscape With Train Tracks

    Thanks for your reply Atom. I’m on H15 still at the office so I’ll see if I can modify that height field setup to work. Not sure if that file is totally dependent on H16 or not.
  7. Hello, I have a problem that I'm not really even sure how to articulate. I have created a fog volume using VDB from particles and this will be used to create a landscape that looks like snow. I also have a train track made out of basic polygons and the idea is that the tracks are on top of the landscape and where the tracks meet the landscape the volume should flatten out so it looks like the tracks were laid directly on top. I want the landscape to plateau where it meets the tracks. I have explored converting the volume to a polygon, using an attribute transfer to create color information that can be transferred from the tracks to the landscape, I tried sculpting as well, but I'm coming up against a wall with my houdini knowledge. Does anyone have any ideas? I've attached a scene file. Thank you so much. tracks_example.hip
  8. Object Displacement

    Hello, I'm attempting to recreate something similar to the reference geo in this link: I'm using a tube and then painting where I want my displacement but I'm not happy with the results as it isn't really resembling the reference image. Does anyone have any suggestions as to a different way to approach this? Thanks for taking a look. disp_geo_js_v01.hip
  9. Smoke Density Driven By Velocity

    Hello! I was working on a basic smoke sim where the smoke was being emitted from animated type-geo. I computed the velocity of the geo with a trail, then plugged that into the fluid source to create the density for the smoke sim. That is all working fine as you can see in the render. However, I'm not happy with how the smoke just appears all at once. In other sims I've used an attribute wrangle to map the density to a ramp and have the density fade in but in this case I want the smoke density only to be generated when the velocity starts to increase. I played around with trying to get the velocity data out of VOPs but I really was just taking stabs in the dark. Any suggestions would be appreciated. smoke_test_v02.mp4 text.abc smoke_density_v01b (1).hipnc
  10. Destruction UV Pass

    Hello everyone, I'm doing a destruction project where I need to isolate the front faces of bricks in a bullet sim so that I can export out a UV pass of only the front face to use in compositing. I know how to setup Mantra to export out an overall UV pass but I'm not sure how to isolate only the front faces of my bricks geo in the UV pass.
  11. Hello, I'm doing a simulation where a car drives through a brick wall. The scene will eventually be imported via alembic into C4D for texturing and rendering so here is where I'm getting stuck: I imported the car as an obj, cleaned it, converted it to polysoup, made a low res proxy (using the ray sop) for simulation, and then after I get the sim the way I want I export the point data of the sim and then use transform pieces and connect the high resolution car. However, I'm not sure how to export the car with selection tags for texturing individual parts of the geo in C4D. I'm using alembic to export from Houdini to C4D. It seems like once I convert the car to regular polygon mesh, all the individual pieces of the car fall apart in the sim. I would use an HDA and the C4D Houdini Engine but we are on R16 at work and will not have R17 available to us for this project. Is there a way to save out texture tags in the polygon soup so that when I save the alembic file they are baked in? Any ideas are welcome! sim_example_js_v01.hipnc
  12. Sliding Fluid Particles w/ Alembic

    So I applied what you were saying to the actual scene I'm working on but i'm getting the same sliding results. I don't know if the workflow needs to be different in this case but i followed the same idea. I created the geometry in C4D, imported as Load Houdini Geometry, added a Polycap but it doesn't seem to be making a difference. any ideas? fluid_scene.zip
  13. Sliding Fluid Particles w/ Alembic

    That's exactly what I was looking for, thank you so much for the file! Question, what is the purpose of the group node inside the alembic_test_geo node? I see that the polycap is referencing it but I don't really understand why it needs to be there.
  14. Sliding Fluid Particles w/ Alembic

    So I created some simple geometry in C4D, saved out as alembic and imported into Houdini. I created a very simple viscous fluid but when the particles hit the surface of my geometry they slide all over the place. In the same scene with the same particle sim I created a box inside Houdini, made that a collider, and the particles hit the surface of the box and don't slide, they act like I want with the viscosity settings and all. I'm not sure if I'm missing something with the way I'm importing the alembic or if it's a normals issue, scaling issue, etc. I attached the scene file if anyone would be so kind to take a look. Thanks! alembic_particles.zip
  15. H14 Pyro Division Size Issue

    Interesting, I have 64gb of ram. Do I need to reset something before I start a higher res sim?
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