Jump to content

fatboYYY

Members
  • Content count

    36
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

4 Neutral

About fatboYYY

  • Rank
    Peon

Personal Information

  • Name
    Man

Recent Profile Visitors

1,295 profile views
  1. Physically based rain

    Ah fuck. I can't believe I've done this. Thanks so much @Jesper Rahlff, @Noobiniand @coltonmil. And of course @Noobini's maths teacher.
  2. Physically based rain

    Thanks for the link Jesper! Shows some really cool stuff. Unfortunately, it shows the same equations that I used, so no real solution in sight.
  3. Physically based rain

    You guys are right. All the variable calculations should be physically correct though: float waterDensity = 1000; //http://www.sengpielaudio.com/calculator-densityunits.htm float airDensity = 1.225; //https://en.wikipedia.org/wiki/Density_of_air float Volume = 4/3*pi*radius; //https://en.wikipedia.org/wiki/Sphere#Enclosed_volume float mass = Volume*waterDensity; //should be a given float projectedArea = pi*pow((2*radius),2)/4; //http://www.mne.psu.edu/cimbala/me325web_Spring_2012/Labs/Drag/intro.pdf float dragCoefficient = 0.3; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/shaped.html float drag = 0.5*dragCoefficient*airDensity*pow(velocity,2)*projectedArea; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/drageq.html I am so very sure, that I am just missing a tiny thing.
  4. Physically based rain

    Hey guys, I am trying to create a physically based rain simulation. I am updating these acting forces on every frame: Gravity, wind and drag. The formulae themselves should be correct, but I am clearly overseeing something. The velocity should not exceed 15m/s, but currently it is going way past that point. Any help is greatly appreciated. Thanks, Manu PBRain_tmp_v0002_nocomment_mko_.hip
  5. Unexpected primuv transformations

    Hey guys, I am trying to get my geometry into intrensic primitive uv space and back to World space. Unfortunately it doesn't behave as expected when transforming back. HIP and gif included: tmp_anm_v0003_nocomment_mko_.hipnc
  6. Shades of Orange, daily Houdini stream

    I also recently started a Quick-Tip series about all kinds of Houdini stuff. I try to keep it to the 1 minute mark: http://shadesoforange.de/quick-tipps/ I just uploaded couple of Tips for VEX/Wrangles: https://vimeo.com/213122616
  7. Hey everyone, I recently set up a website and a stream for Houdini people or everyone else who is interested in Houdini. I am going to start streaming Houdini every day, starting today. After each stream I will upload results and depending on time a timelapse, a tutorial, a .hip(nc) file or documentation of sorts for everybody to view and examine. Where can you find all this? Website: http://shadesoforange.de/ Stream: https://www.twitch.tv/shadesoforange Who am I? I am studying Animation & Game in Darmstadt, Germany and am 23 years old. I recently finished my internship at RISE FX and am crazy about all Houdini, procedural and CG stuff. More about me here. My first stream is going to start at 15:00 CET. So if you want to hang out and have a chat, come by and say hello! See you!
  8. Voronoi piece point offset

    Yeah I know that Triangulizing solves the issue. But that is not an option for my current project.
  9. Voronoi piece point offset

    Hey, sorry but I think you are wrong. Thanks though.
  10. Voronoi piece point offset

    Hey guys, I've encountered an issue with the voronoi Fracture. It's hard to explain so I will go ahead and post the images as well as the .hip file. How can I avoid the cracking/offset of the surfaces happening in the fracture? Dividing/Triangulizing seems to solve the problem, but introduces an unwanted look. I'm happy for any help. voronoi_issue.hip
  11. Hey guys, I've been wondering this for quite some while, but always managed to find a workaround. I am not sure if I will be able to find one this time. As an example: Why does the test attribute not reflect the pointnumber attribute here? (Any input-geo with points is sufficient) for(int i = 0; i <npoints(0); i++) { if(@ptnum == point(0,"ptnum",i)) i@test = 1; } Am I just calling the pointattribute wrong here, or is it not possible to get the pointattribute back through the point() function. What other option do I have to get return the pointattribute in a custom loop? Thanks in advance.
  12. Toms "Learning Houdini" Gallery

    How were you able to get the spheres to travel so many different paths?
  13. Hey guys, what kind of noises are used here to drive the particle simulation? I'm grateful for any help. Thanks
  14. Hey, I'm unfortunately already back again with couple of more questions around VEX shaders. I've been trying to write simple VEX shaders, but it got rough as soon as I was trying to create BSDF outputs. As a starting point I wanted to create a chromeball with as few lines as possible. Since you can look up the VEX code from VOP nodes I created the chromeball with as few nodes as possible, looked up their VEX code, took what I needed, and adjusted what I needed to adjust. This is how the simplest chromeball shader, that I could come up with, looks like: Unfortunately I had to resort using the get_bsdf function because I could't get the shader to run without it. But since I don't know what is going behind the scenes of that function, I would want to avoid using functions like it. Are there resources out there where I can look up how to create shader attributes like reflection, refraction, sss, bump, displacement with VEX? Hints at how to use/add up reflection/diffuse bsdfs (or similar stuff) in VEX with example would already help a great amount. Thanks again, fatboY
  15. Creating a vex shader node

    Well, that was easy.. Thanks!
×