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ikatz001

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About ikatz001

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    Peon

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  • Name
    Isaac
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    Mexico City

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  1. Meshing Particles from Realflow

    Never mind I figured it out in the alembic loader you have to load the points as 'Houdini Point Cloud' then it recognizes the points as endemic to Houdini and you can do whatever you want with them. Also, better way to mesh is not a VDB but a particle fluid surface.
  2. Hi, I am importing an Alembic particle sequence from realflow. Shows up great in Houdini, no problems there. I want to 'mesh' it, I was thinking I would convert it to VDB and then to polys to have maximum control however the 'VDB from Particles' node is not taking the alembic particles (ie. nothing happens). Do I need to convert them to something else before? Am I approaching this completely wrong? Much obliged,
  3. 'Paneling' Geometry

    Not quite, more like these. You can see the full model in the last image and then the 'paneling'. Did this manually in zbrush wondering if something like this can be done procedural in Houdini
  4. Hi, Looking for a clever idea on how to 'panel' any given geo into discreet units. Ill try to explain.. Basically I want to take a 3d model and divide the surface into different sections, each with a thickness. The sections would build on top or under each other and fit perfectly. There needs to be overlap between the sections / panels. The usage of this is to be able to 3d print a model that is larger than the 3d printer build volume, but instead of simply cutting the object and having the parts show a seam, I would like for the different cuts to be more like panels that overlap.. So a way to think about it is imagine a given 3d model, and 'patches' adhering to the model all over it until they cover it completely. There is some overlap between the patches, and they take the exact point position of the underlying geo (so there is no loss in detail). I then take each patch and extrude it a bit to add thickness. Is there a procedural way to do this? Obviously better if it would give me some control on the overlap of each panel, etc. Hoping that was somewhat clear.. trying to get a visual somewhere will post if I find one.
  5. VDB From Primitive

    Thanks guys you are geniuses. Tony I already had the points with the pscale on them thats where I was copying the sphere to! Did not know I could go straight to VDB from particles, neat one! Evan that one slipped by, would have saved a lot of headaches. Thanks for the help!
  6. Hi, A simple question but I can't seem to get the answer. I need to convert a sphere primitive to a volume, when I do this with a VDBfromPoly instead of the VDB showing up as a perfect sphere I get this low res sphere similar to what you would get with a low frequency poly sphere (see screenshot) Is there something to tweak to get a perfect sphere, or is there a better way to to convert from a primitive straight to a volume? P.S. The reason I need to do this is because Im copying a few hundred thousand spheres to points and if I try to do this with poly spheres houdini crashes always.. only way I seem to be able to do it is by keeping the original sphere a primitive. Thanks!
  7. FLIP sim refraction rendering artifacts

    I have figured out its indeed in the meshing. Somehow the union fluid compress is making major changes on random frames. Its as if when it passes a certain threshold it extrapolates in a different direction and whole internal features of the mesh change from frame to frame in a major way. I've been trying to mess around with it but so far have not been able to solve how to make it give consistent results. Also my compressed particles from where its meshing only have 4 levels of cull bandwidth, which seemed enough at the time. Now im thinking maybe its not, or maybe it has nothing to do with it. Anyone have lots of experience meshing FLIPs that would like to chime in with insight into this problem?
  8. Hi all, I'm getting strange artifacts rendering a flip simulation with the PBR shader set to glass preset. As you can see there are lots of flickering and some features of the mesh even go in and out. If refractions are turned off the problem disappears, however the desired look is no longer achieved. The problem is not present on other presets such as gold, etc. Im guessing this has something to do with how the particlefluidsurface node meshed the sim, being inconsistent with the inner features or something like that. Is this a known issue or something anyone have come across? Can you think of anything to help me resolve it? Thanks in advance, Glass_Test_s.zip
  9. FLIPs Waterline Feature

    Ok thanks for your input. I incorrectly assumed that just because a parameter is keyable it would work in a dynamic sim context.
  10. FLIPs Waterline Feature

    Hey, Nope. I am trying to control where the particles can and cannot escape the tank, via the waterline. (which I understand is supposed to be a new feature in H16 that does just that). Keying the waterline mid sim so you have dynamic control seems to have no effect (as it it is only evaluating at first frame). Any ideas?
  11. FLIPs Waterline Feature

    Hi all, I am using the new waterline feature in flips in H16. It is working fine at first, but I tried to key the waterline to move up during the simulation and it seems to have no effect. The particles still escape even though they are below the waterline. The simulation only respects the initial waterline level and does not move dynamically as its keyed. Is this normal behavior? Any idea what might be causing this and how to properly move the waterline as the simulation advances? Many Thanks.
  12. Using Volume Mask in Particle Fluid Surface

    Hey Karl, Thanks a bunch! That works great. It's surprising its so hard to find how to use that one.. looked everywhere. If you have a minute, can you please explain a little what you did.. I follow the graph, but dont understand - any value greater than zero you convert from an integer to a float and export back to mask? why? Is the volumevopoutput doing anything there is was it just left over from something else? I also had the naming wrong in the fluidsurface node, missing the @name= Im confused when it needs that and when you can just put in the name there like a variable.. I will look more into it.
  13. Hi all, Does anyone know how to use the mask input option to smooth a part of the mesh inside the particle fluid surface node? I want to specify with a volume (ie. a bounding box) which part of the mesh to smooth or keep (instead of using the velocity or vorticity mask). I created the volume to mask with (just a box turned to vdb) as a separate OBJ, I am then object merging it and connecting it to the third input of the fluid surface node, then in the filtering tab in mask input I check it and put in the name of the volume. I have tried to do several different things on the volume itself (regular VDB, Fog VFB, etc.) and nothing seems to work or make any difference. When I turn visualize mask on all it shows is nothing is applied to it (ie. all of the surface has 0 smoothing applied to it) How do I properly use this feature and get the node to recognize the mask? Am I going about this the right way? Many thanks, CrownSplash Anim C.hiplc
  14. Hi all, I am encountering some strange artifacts while rendering a flip sim with mantra. I applied a platinum preset material to the mesh, environment light with HDRI and rendering with Mantra. You can see the artifacts all around the edge of the splash in the video below. I smoothed the final mesh quite a bit on the particlefluidsurface and it helped a bit, but still getting serious artifacts. I also tried remeshing and subdividing as a post process to the mesh it but that introduced new problems where the mesh would look totally unstable. My guess is that it might be doing that because of the constantly changing topology of the mesh? Maybe these meshes were not designed to be rendered with anything but a fluid like shader? Is there anything I can do about it? Attached video and file (using mesh from OUT node in Mesh obj node). Thanks, Top Down Test_1.mp4 CrownSplash Anim.hiplc
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