Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by dagoose

  1. H17 White Water issue

    The small dots are just a guide for the repellants distribution. They won't show up in your DOP import. You can also disable their visability on the solver. cheers
  2. Hi, When I use the guided ocean layer with some low frequency waves in the spectrum to drive my flip sim (animated domain) it seems like the particles are flowing down the 'big' waves creating small ripples. I tried the stick on guide with the gas guiding surface node and also lowered the grid scale in the ocean source node. Doesn't really help. In another sims I saw (also with low freq waves) that the particles getting pushed along with the big waves ... this is also not something I would expect. I mean in 'real life' water is mostly affected in it's height by waves but stays more or less in the same place (x,z wise) ... until a wave is breaking obviously. Thanks for your help!
  3. Hi, I'm looking for a shading node which gives me the surface luminance. I want to e.g. have a more saturated and hue shifted diffuse color in less lit areas compared to surfaces getting a lot of lighting. Thanks for your help.
  4. Whitewater houdini 17

    I have the same problem with memory consumption of the ww solver in H17 (windows). Switching off the density control reduces memory consumption to about 25%. In my actual sim I can only get to around 7 million particles. But I would need something like 50+ million to get a decent look. So is this a bug or does the density feature just need this massiv amount of RAM? Cheers Rico
  5. Problems with Ocean Tank Extension

    I have the same problem just using the ocean_flat_tank example from the master class. I have put in a bigger collision object into the flip sim and also made the bounds of the sim bit larger. Would be nice to exactly where this issue is comming from. Cheers Rico
  6. Help With Ocean Surface

    There is also an option to substact the collision volume in the mesher. And if that doesn't give you nice results you still could convert the bottom to a vdb and substact that from the fluid vdb before meshing it. Cheers Rico
  7. Well this is obviously only an issue in close ups ... and one must transfer the vel from the particles to the mesh
  8. Hi, when I render a meshed flip sim with the milkchocolate shader preset I get really distorted highlights. It's especially visible at the polys where the mesher creates triangles. With the adaptivity set to 0 and a ql smooth (or regular smooth) and a lot of smoothing in the mesher I can get it to a point where I might get away with it. Maybe someone can help. I attached a simple scene. The highlight streaks out from the hotspot where there should be a smooth gradiation. Thanks Rico flip_render_issues_v002.hip
  9. Well I found a way to get rid of the streaky specs in my choclate for those interested. I first build a vdb from the particle sim and upres this (resample scale 0.25 - 0.5). Then I run it through some dilate/smooth/erode nodes. This gives me enough voxels to get a really dense polys at the curvy parts of the mesh which results in nice gradiants in the highlights. Cheers!
  10. Hi Peoplez, I am doing some wire animation for plants which are going to be rendered in maya/arnold. So i am exporting the plant geo and the shader (comming/exported from maya) as an ass file. The assignement/name of the shader in houdini looks something like this: shop/myShader/leaf01 The exported ass shader from maya has a name like this: plant_000:leafBaseSG So I have to go into the .ass file and replace the houdini shd name (shop/myShader/leaf01) with the maya shd name (plant_000:leafBaseSG) manuall, so arnold can pick it up in the exported shader procedural when rendering in maya. This is pretty anoying because the .ass files keep getting bigger and bigger and more and more plants are added. So for example it takes the pc a hole day to reasign the shaders for one shot ... argh ... wire sim is only taking 15 min . If I wrangle the @shop_materialpath to the string I need (plant_000:leafBaseSG) it exports a NULL NULL thingy. Any idea or help would be much appreciated! Thanks a lot Rico
  11. ass export with maya shader path

    let me rephrase my Question because I am facing more than 400 search and replace if I don't find an other way ... I am exporting geo (with shader dummys ... /shop/bla/bla) and a arnold procedural (the shader exported from maya for the corresponding geo ... bla_000:blaSG) in houdini to a .ass file to render it in maya. In the exported .ass file I get my geo with the shader pointing to /shop/bla/bla. To get the correct shader to render in maya i have to replace the /shop/bla/bla with bla_000:blaSG. This way Maya knows the shader to render the geo and everything is fine. So my question really is: How can I get houdini to write into the .ass file shader 5 1 NODE "bla_000:blaSG" instead of shader 5 1 NODE "/shop/bla/bla" Thanks a lot!
  12. Thanks for H2A! Could you maybe expand the functionallity in a way that it is possible to run the .ass export in the background. Like e.g. the file cache has the ability 'save in background'. Would come in very handy since I got tons of exports to do. cheers rico
  13. flip stick or glue to geo

    Hi, I'm trying to stick/glue an viscous/gooey liquid (flip) to an object. This works to a certain degree with stick and friction when the object is static or only translates slowly. As soon as rotation comes into play the liquid falls off the object. I guess this is due to the collisionvel. Reducing the force scale in the vol motion tab doesn't do the trick. I tried lots of different settings but nothing really works. So more or less I am a bit stuck here and hope that you guys come up with a solution. The general thing I am after is that no matter how fast the object spinns or moves some amount of the gooey liquid stays on the object while other parts may be thrown off. I attached a simple test file. Thanks for your help. stick_rotation.hip
  14. flip stick or glue to geo

    Thanks a lot Karl for your help. This really does the trick ... funny thing that the 'real' scene which has a character where the gooey flip has to stick on had pretty hres/dense collision geo. But it did not work. ATM I am looking into grains to get it to behave the way I want. But maybe I will be back to make it work in flip pretty soon. Thanks again Rico
  15. Hi, It's driving me nuts ... sounds so simple but just can't get it to work. Lets say I have an box which are emitted particles into. Now I define a pop group via a bounding and want to delete 25 particles every frame in the bounding. Thanks for yout help. delete_rand_particles_per_frame.hip
  16. selecting a random bunch of particles per frame

    Thanks you guys! I am guessing that the rand function is supposed to return an equal spread ... still it is very hard to control the amount of particles getting deleted.
  17. ripple solver and velocity

    Hi, I am trying to make a small slow creek with the ripple solver. So far so good. The only thing what I am missing are the velocity values in X and Z. Well it makes sence to some degree that there are no vel value in these directions because the points only move up and down. But when I deform the rest position with metaballs the vel values ARE available. But deforming via metaballs is very slow. At the moment I am deforming the mesh with an 'water texture'. But just adding the color values up to Y and animating the texture offset gives me nice ripples but NO velocity values in X and Z. Is there a way to get v when deforming the rest SOP with simple point manipulations? It would be very helpful for motion blur and also some white water generation via particles which I could give the same vel as the closed point on the mesh in order to get them moving more or less in the correct way. Thanks for your help. Rico
  18. ripple solver and velocity

    Hi Juraj, and thanks a lot for your help! Give me some time to look into your example files. Will be back later. cheers Rico
  19. two meshes from one fluid

    Hi, I am working with per point density and viscosity in a flip sim to get mud covered by water. So far everything works fine. Now when it comes to meshing I want to get two meshes out of the sim. One for the water and one for the mud to be able to see the mud through the semi transparent water. I get my groups (mud and water) via the dop I/O but are losing them in the fluid compress node with the packed particles. So the only way I can think of right now is to save the cache without the packed particles option ... making them pretty big I guess ... in order to get two seperate point groups and hence two meshes for the mud and water. Can anyone please help me how to go about this ? Or am I going the wrong direction anyway to see mud through the water. Cheers Rico Well I just realised that the packed particle option doesn't make a big difference in the cache size ... surprise ... i guess it is just for loading optimization?