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Flamingburrit008

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About Flamingburrit008

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    Peon

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    Mike

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  1. Creating Uvs for viscous flip sim

    I managed to create some uvs based on the position of the emitter. Unfortunately they still tend to jitter around a bit and the distort when the fluid collides with itself. icecream_uv.mp4 The rest position has given me ok results for noise and texture, but I cant figure out how to blend between the rest and rest2 attributes. How would I go about using the dual rest solver vop? I've been messing around with it and I can't seem to make it do anything. No mater what it just seems to output 0 for both Prest and Prest2. I want to create icecream that has colored stripes coming down the side and was planning on doing this with a shader. somthing like this Although now I'm starting to question if I'm really going about it the best way
  2. Creating Uvs for viscous flip sim

    Thank you very much for the reply and link! I've actually been looking at that video a lot, but I still can't seem to get anything working. For some reason, the rest attribute doesn't seem to be doing anything when I try mapping it to the uvs. I even took a look at the scene files from that video, and the vop that he creates with the dual rest solver doesn't appear to do anything. The uv quick-shade shows the same result regardless of whether or not the attribute vop is connected. I've been searching on line for a long time, and people tend to point to using the rest attributes in some way. But for the life of me I cant seem to understand the correct way to use them. I feel like I'm missing something vital.
  3. Creating Uvs for viscous flip sim

    Hello. I'm working on creating a soft-serve ice cream effect and i've seem to run into a bit of a wall in my progress. I can't seem to find a good method for creating uvs for flip fluid as it comes out of my emitter. Here is a video of the type of effect that I am trying to create I've been searching and experimenting for a while, but I cant seem to find a good way to approach this. Does anyone have any suggestions or point me in a good direction? thank you.
  4. Making a bone chain follow a control point

    Do you have any suggestions for creating an automatic walking cycle for a bumpy surface? I've managed to make the feet mimic the wave-like motion that millipedes walk in for flat surfaces. However I can't seem to find a good way to deform the walk-cycle along rougher terrain. I'm working with various deformers, but I keep running into a problem. The foot's motion deforms in an unwanted way while it is moving through the air and I only want it to deform while it is resting on the ground.
  5. Making a bone chain follow a control point

    Thank you for the advice! Ill start experimenting with the lag node and see if I can get something working. I've actually been using chops a lot for this project (mainly for the leg movement). However, most of my work has been done with a bunch of channel wrangle nodes. Maybe I approached this in an bad way. Ill take a look at the limit node to see if I can find a better solution.
  6. Hello. I've been working on trying to create a millipede rig lately, and while looking up references I came across this interesting video. https://youtu.be/3OxAw3WrCAs One thing that I cannot seem to figure out from it, is how to have the body follow a single control point. Does anyone have any thoughts about how to accomplish something like this? Thank you.
  7. Exporting Houdini Rig to Maya

    Aw, That's unfortunate Looks like I'll be heading back to Maya. Thank you both very much for the replys though! Sebkaine, just out of curiosity, why is that engine not an option for smaller projects?
  8. Grease fire help

    Hello everyone, I'm trying for the second time now to learn how to create pyro effects in Houdini. I gave myself a project that seemed fairly simple (a grease fire)... but once again I feel hopelessly stuck. For some reason I just don't seem to be getting it. I've gone through every free tutorial that I could find... least three times. While I feel like I have a decent understanding of what each parameter does and how it works, I just cant seem to get the hang of how to use them together to create a decent effect. I chose to do a grease fire because it seemed relatively simple and because I was able to find a lot of reference videos to study. But for the life of me, I just cant seem to get anything close to the look down. It kinda feels like I'm missing something obvious... I've always been the type that was unable to see the forest for the trees. I've included a file of one of my many attempts. Also, this is one of the videos that I've been referencing a lot. https://youtu.be/pEVl8R9Q9EM I'm not trying to create a fireball type of look (not yet at least), just a pan of flaming grease. Thank you for any help that you can give me. grease_fire_wop.hipnc
  9. Exporting Houdini Rig to Maya

    Hello everyone, Is it possible to export a Houdini created rig into Maya for animation? I spent some time searching for an answer to this, but I couldn't really find anything. The main reason that I ask this, is because I am planning to work on a small project with an animator friend of mine and she only knows Maya. I've been looking into Houdini's rigging tools a lot lately and am very impressed with its capabilities! While I do have a basic understanding of Maya and its rigging toolset, I would much rather use Houdini if at all possible. Would exporting a Houdini rig for this kind of thing is doable? If so could you point me in the right direction to learn how the process might work? Thank you in advance for any help that anyone might be able to give me.
  10. Pyro Solver - cooling Rate vs Flame Height

    Ok, I think that I'm starting to get it a bit more now. Thank you both very much for the help!
  11. Pyro Solver - cooling Rate vs Flame Height

    Hello everyone. I've been attempting to wrap my head around the pyro solver for awhile now and I am having some difficulty. Two settings in particular (cooling rate and flame height) have left me feeling a bit confused. As far as I can tell, both settings affect how quickly the flames cool off. However, I cant seem to figure out why I would want to use one over the other. I've searched various forums and read the documentation, but I still cant seem to find a clear answer. Aside from the adjustable ramp in the flame height, is there a major difference between these two settings? If so, In what type of circumstance would I want to use one over the other? Thank you for any help you can give me.
  12. Hello everyone. I've been trying to wrap my head around vex and vops lately and got stuck on the topic of using point clouds with while loops. The first thing that I tried experimenting with was creating colored spots on a grid. This was fairly easy to do in wrangle node, but I can't seem to recreate the same setup in Vops. I know I could easily create the same effect using a pcfilter node, but the main reason I am doing this test is to try and understand loops in vops. I've attached a file with my successful version with the wrangle node and my broken version with the vop node. Could anyone point me in the right direction on this? Thank you. whileLoop_vops.hipnc
  13. Problems spilling liquid

    Thank you for the reply! I tried raising the friction for my collision object, and that seemed to help a little bit. However, in order to get my liquid to stay put I had to raise the value pretty high, much higher than it would be in real life (a smooth wood floor). Additionally, I imagine that I'm going to run into problems If I ever want to have other objects interact with this floor. I suppose I could use separate collision geometry with high friction for all of my liquids to interact with, but it seems a bit more like a hack. Most of the tutorials I have watched seem to recommend keeping physics as realistic as possible (at least for beginners like me). I've also tried raising the friction on the liquid itself, but that ends up looking really really weird. I kind of feel like I'm going about this the wrong way. I did do a little bit of research on fluids in general, and am wondering if I should try adding some viscosity instead? wine_test02.hipnc
  14. Problems spilling liquid

    Hello, I’m a fairly new to Houdini and even newer to flip fluids and am running into a major problems I’m trying to simulate a glass spilling wine on the ground. Unfortunatly, no matter what I do I can’t seem to make this look right. When the fluid hits the ground, the particles just keeps moving and expanding out into the distance. I’ve tried adjusting the stick on collision parameters, but that makes the liquid stick inside the glass itself a little too much. I’ve been searching for awhile now, but I can’t seem to find a solution to this problem. How should I go about dealing with this?
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