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loogas

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About loogas

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    Peon

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    www.facebook.pl/madfusionvisuals

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  • Name
    Lucas
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    Poland
  • Interests
    VFX, cross-country biking/light MTB, paragliding

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  1. Thank you - I watched that Materclass some time ago, very useful. However, it's showing mist made from particles - it's not the same effects as the old Pyro one. Especially if I used Pyro itself - didn't advect any particles Also you have to resim whole whitewater to work on mist in the presented way, whitch takes ages. But then less diskspace... I have to think about a new workflow I suppose
  2. Hello, after a small nightmare with switching to new whitewater system I'm a bit stuck with rendering an ocean shot: I would like to see a structure in water dissapear slowly into the abyss. Because Mantra is quite slow I don't want to use the volumes or a uniform volume shader for that (which is recommended). Absorption/Attenuation would be ok I think but it's missing from the Ocean Surface material! It's mentioned in the manual... What's going on? Any ideas how to switch it on? Screenshots, maybe I'm not looking at this correctly: Extra question - any ideas why Mist shelf tool was removed? We're supposed to build our onw on Pyro, right?
  3. Whitewater h17.5 Not to emit bubbles

    I battled with that stuff for some time - the reason was the Collision SOP field in Whitewater Solver! I had a SOP attached but didn't input SDF Name - when I put "collision" there it sees the collision geo properly. Houdini is full of those small things... I think it should default to a dafault name. Also - the particles are still floating a bit but that's because of pscale. They have to be tiny I suppose to be almost on the surface. Unfortunately sometimes they manage to go below the water surface from frame to frame which looks like a glitch. Shading is a problem now - in the Ocean shader there's no absorption as far as I can see- but in the manual it says there is! I don't want to use to volume interior - to much render time hit.
  4. Whitewater h17.5 Not to emit bubbles

    Hi, I'm fighting with this new way of creating whitewater as we speak I cannot get rid of floating foam particles (floating above the surface), but I can answer your quesion I think: you have to go the opposite way. Not 0 but for example 100 - it's the dying rate (Aging Rate) - you force the bubbles to die fast. I think they have to be emitted but you just kill them fast. This was mentioned in a masterclass about the new whitewater system - which is always a must-watch imho Good luck! My problem:
  5. Flip Mesh with Infinite Ocean

    Hi, I think this course could help you: https://www.pluralsight.com/courses/houdini-intermediate-ocean-fx Whitewater has changed but the rest is still similar. Basically you wanna go with Guided Ocean Layer shelf tool.
  6. Hello. I'm so sorry for replying so late - I had to switch to another project, then I had to change cities - during Xmas season and all that. It was a nightmare, no more time for fun However, your tip is greatly appreciated! Before you've posted I got close to one solution, explained here: https://sidefx.com/forum/topic/52961/ Your solution sounds like the best one somebody was willing to share - I hope I will get a chance to get back to this soon. Thank you so much Bruno
  7. Hi. I don't know how many people actually go crazy with crowds and render them but after simulation fun, all the flipbooks, there's rendering nightmare. I solved many issues but this just beats me - does anybody know what could be the cause of random parts of the agents disappearing? The smaller ones, knights, are taken from Mixamo and they never flicker, but the bigger ones, baked before and and all that stuff, just go crazy. Some of them are ok the whole time, some of them partially disappear and reappear. I'm out of ideas. They're ok in the viewport. Some short videos: https://youtu.be/gxx_bYH19Hk https://youtu.be/jCpBqh-GAb0 I've attached a screenshot. Is it the scale problem? (they have a scale of 3, with some randomization). But why do we have scale then... I put them in separate network, so after the sim each group is in its own GEO node, because at first it seemed to solve the problem, but no - different frame and it's back again. I've reopened the scene, restarted the computer, rendered several times. I've removed the shader, changed it to simple Principled Shader without any adjustments - nothing helps Any tips are welcome.
  8. Hello everyone. I got stuck - anybody knows how can I make the Wiresolver disable the points of the wire when they collide with the ground plane (or anything really ). Just stop solving them so they stop moving. This is a simple scene. There is only a Windforce dop with some noise and downward velocity in Y and the Wiresolver (and ground plane connected to the Static Solver). https://youtu.be/iMRW3GQ-XH8 With pops we have collision behavior but the wires don't work with pop nodes. Is there any built in functionality for this or does it need code? Extra question: When I use gravity and windforce the gravity doesn't work, so I faked it. We cannot mix those forces accepted by Wiresolver with stuff like gravity? I've tried introducing POP forces as well - with POPsolver connected to Multisolver, together with Wiresolver, but the sim just goes crazy. I've attached a test scene (I've also added a box to collide with). fallingWire_Problem.hipnc
  9. Hi, I've setup a lot of materials with overrides and stuff for crowds in Material Stylesheets. I have several shots, so they are in separate Houdini files. Usually copying a node or other types of info between Houdini instances (for example you open 2 .hip files and copy from one to another) is great but it doesn't work with Material Stylesheets. I've added a Style Sheet Parameter and tried at least copy the Styles one by one but it doesn't work. Do I need to setup everything again in another file?! That's like an hour. Imagine having 10 shots... Any ideas? There has to be a way Edit#1: Amazing how often you post something and 1 minute later you come up with with a possible solution If anybody is interested - instead of adding a stylesheet parameter to an object you can create New Style Sheet at the top - and this one will let you view the code and save it (View JSON->Save). Then you can import than in another file. Strange you cannot do it in the Stylesheet Parameter added to an object. So it's not perfect - because once you import to the global StyleSheet you need to copy and paste inside the .hip file you're now in, to the object you want to have the stylesheet. Or as I can see you can go to the Imported Files section and reference it there. Well, there you go
  10. Mantra Freezing

    Hi everyone. For me the problem still remains. I'm using Guided Ocean Layer in Houdini Indie and after many days of setting up the details, sims, etc. I'm stuck (or extremely slowed down) in the rendering stage because I have to babysit the render. Impossible to leave it for the night or whatever - it gets stuck on a random frame. When I run it again from that frame there are no problems. When I run it from the beginning it freezes on a different frame - no repetitive stuff. I've tried disabling other layers (interior, boat, whitewater etc), just leaving the extended ocean. I've changed dicing, I've disabled and enabled "Add Bump to Ray Traced Displacements". When I set Verbose to the max (5) I understand I see all the details, well it gets stuck on stuff like this: "[11:34:38] Creating geometry (/obj/guidedoceanlayer_fluid_extended) [11:34:38] Rendering: X(47, 62) Y(351, 359) [11:34:38] Rendering: X(63, 78) Y(351, 359) [11:34:38] Creating displaced geometry (/obj/guidedoceanlayer_fluid_extended) [11:34:38] Rendering: X(79, 94) Y(351, 359) [11:34:38] Rendering: X(95, 110) Y(351, 359) [11:34:38] Rendering: X(111, 126) Y(351, 359)" Random frame every time. I think it's a bug, because I've tried to simplify stuff back to the basic shelf tool setup. Or maybe it's because my waves are bigger that usual? The geometry says it would need dicing set up to 24. But why the problem always occurs on a different frame? I've checked on Houdini Indie 16.0.633 and 16.0.736. Same thing. Thanks for any tips.
  11. Hi guys. This is an old topic, what do you think about translating it to Houdini 16? I've been trying to do this for several hours in H16 and I'm stuck. I've been working on a project with particles following a curve (using POP Curve Force and then POP Forces, POP Torque etc), everything fine but now I would like to have particles follow a curve which is turning and bending like crazy. The problem is they "escape" on sharp turns, even when I turn off all other forces (I've attached an image). I guess POP Curve Force is too simple and doesn't give you controll over that. It works if you have the same amounts of orbit, follow and suction scale but I need them to follow only and then add some noise - no suction or orbit. How would you go about doing this in POPnet? I found your examples in the old particle system (however the particles still don't stick perfectly to the path there - you can see them going away a bit on turns - which is physics I guess), tried to translate them somehow to the new system, but I know to little in Houdini. Here's my example/test file: https://we.tl/DnR25hIRZv I've included a POPVop attempt in the file which I think is the way to translate the old system to the new one, but I can't figure out how the particles should "inherit" the normals/velocity from the curve, along the curve. Thanks for any help.
  12. Curves to act as loose guidelines for particles

    Hi guys. This is an old topic, what do you think about translating it to Houdini 16? I've been trying to do this for several hours in H16 and I'm stuck. I've been working on a project with particles following a curve (using POP Curve Force and then POP Forces, POP Torque etc), everything fine but now I would like to have particles follow a curve which is turning and bending like crazy. The problem is they "escape" on sharp turns, even when I turn off all other forces (I've attached an image). I guess POP Curve Force is too simple and doesn't give you controll over that. It works if you have the same amounts of orbit, follow and suction scale but I need them to follow only and then add some noise - no suction or orbit. How would you go about doing this in POPnet? I found your examples in the old particle system (however the particles still don't stick perfectly to the path there - you can see them going away a bit on turns - which is physics I guess), tried to translate them somehow to the new system, but I know to little in Houdini. Here's my example/test file: https://we.tl/DnR25hIRZv I've included a POPVop attempt in the file which I think is the way to translate the old system to the new one, but I can't figure out how the particles should "inherit" the normals/velocity from the curve, along the curve. Thanks for any help.
  13. Houdini 16 and Nvidia drivers on linux

    @Atommy GTX580 has 3GB of memory but good guess @martyI was wondering if the version is the problem (platform version vs. device version in my screenshots). It seems it is. Well, I've installed Linux Mint just to check this issue there and I can confirm that OpenCL support on my GTX580 doesn't work in Houdini 16 Apprentice on Linux as well. Time to upgrade then (I think I can borrow a different card ;)). Thanks for your input guys.
  14. Houdini 16 and Nvidia drivers on linux

    Thank you for pointing that out edward My bad. However, I've installed it and it's still the same - no OpenCL device :/ And sorry that I'm posting about Windows in the Linux-related topic but the common thing is the Nvidia/OpenCL problem. I'll check Linux and we'll see.
  15. Houdini 16 and Nvidia drivers on linux

    Linux version doesn't help on Windows, but thanks for that - it shows Linux version are more up to date Yeah - I'm thinking about installing Linux (Mint). Last time I've used it was about 10 years ago
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