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Everything posted by Syrena

  1. Opdef is empy!

    Hello! Creating an asset here, but I don't want to reference my files from disk ... need to be in the asset.. so when I try and goto Opdef: and look for sop ... well there's nothing there in the Opdef:... Guess I'm doing something wrong... anyone know? Thanks!
  2. Hello! I few months ago, I posted a question about creating an underwater scene using Mantra to render (don't have redshift). I've been playing around and I still can't get a production quality acceptable underwater look. The problem is mainly the falloff of the volume. It always remains constant and I can't adjust the falloff density of the volume on one axis (z falloff) so it's clear in the front and dense towards the back like an underwater scene usually looks. Anyone can help with a sample scene on how to achieve a good underwater look with Snell's Window topside? There's a tutorial for blender I've been trying to adapt to Houdini... but failed. Doesn't really have the look at all... Create an Underwater Scene with Volumetric Lighting in Blender! - YouTube Thanks!
  3. Hello! I've been trying to use Vellium to make my shark animation (bgeo) have some soft features in the body doing a basic swimming motion. I seem to have a problem with the Vellium solver though... No matter the settings, the mesh just start to go wacky... . I followed the Sea Horse tutorial on the web using the Vellium Struts Softbody... did exactly what the author did, but the shark is all chaotic... looks like crumpling paper. Something when I try the sea horse... using houdini 18.0 or 18.5 doesn't matter. Does anyone have a basic setup that will work for an animated shark object with basic swimming motion? The shark behaves fine when I don't add a constraint to apply the animation using pin target method... falls onto the grid and jiggles nicely. But when I try to apply the animation via Vellium Constraint... it all goes nuts... even after adjusting stiffness, bending, iterations... :/
  4. Hello Drasko! You know Igor Zanic by the way? He helped me before with some underwater stuffs in Houdini. Anyway, I know how to do that in Maya using NCLOTH (low poly sim drying a high poly...) but not in Houdini? Do you have a setup / example file for this please? I don't know... doesn't make sense. I use the Seahorse primitive and it works fine... but this shark doesn't work at all.
  5. Underwater Surface

    Hello... some nice underwater there. My only problem is getting the topside look with the proper lighting. Been playing with the ocean displacement and area lights here... maybe someone know a more advanced method?
  6. Hello! I've been trying to create an underwater scene with some fish swimming about, but I can't seem to get the surface correct. Right now I'm just using a small ocean, and have the camera underneath. I created a box and used uniform volume to fill the underneath. Using the ocean shader that's default on the small ocean but it doesn't look correct. The direct light (Sun) and Sky should show through the surface seen from below... but it's all black (except the volumetric rays show). Is there a better way to go about this to get that typical underwater surface look with the sun showing through as you look up from the deep blue? Thanks! Photo of the look I'm trying to achieve with Mantra only... I really want to avoid compositing at this point. I can do this in Maya, Vue & 3dsmax, but I can't figure this out in Houdini!
  7. Underwater Surface

    Okay here's the scene for anyone to look at and modify so it looks realistic like the example pic I posted. This is what I have so far... the water above in in which the light shines through looks blotchy and doesn't have the look at all like the water in the reference pic. Been playing around with this for a while and I just can't seem to get that convincing underwater look :/ underwater_v001.hipnc
  8. Hello folks! I'm currently trying to solve an issue with a flip fluid flat tank setup. I have an animated collision object (shark) breaching the surface... simple enough. Now I want to have some velocity that occurs only above the fluid surface that pushes the splash in whatever direction I want. Now, I only want it to affect splash that is above the main water surface. I tried using a Uniform Force with an SDF Field Mask inside the Dopnet that lies a little above the water surface which works somewhat, but it's not so natural looking. What would be a more elegant solution to this? I've been working on different ways and haven't come up with anything that works well... thanks!
  9. Okay... I tried setting up Volume Velocity using the H17 nodes, and I'm still getting the Volume Velocity Bounding Box in the fluid... forms a rectangle around the shark. The curl noise functions around the shark like it should, but it's still picking up the Velocity Volume Bounding Box, or the Velocity Vector Field outside the Shark is still there and somehow has to be masked out? I'm bringing the volume velocity into the flip solver (3rd input) via a popadvectbyvolumes node. Can someone please help me fix this so I can finish this simulation ? thanks!
  10. Hello! I've been trying to solve something for over a year now and can't finish anything I"m doing because of one single problem... I'm creating some curl noise on the surface of my object to break up the flip fluid sim... using an Attribute VOP > Fluid Source set to Pump... typical setup. Problem is... the bounding box of my object pushes up the flip fluid ... it seems to show up when I set particle separation < .025 .. I tried inverting the volume and Scale Source Volume set to -1 ... didn't do anything... same problem. The whole bounding box of the object is colliding with the fluid along with the curl noise on my object ... so I'm getting this rectangular fluid raising like a border around my fluid sim while the curl noise around the geometry is working. Any help on what's going on or is there some limitation to Houdini Apprentice would really help because I"ve been at a stand still with this for a long time and can't finish anything because of this ugly artifact. Excuse these simple renders for I"m just a beginner with Houdini and don't know much, but as you can see... the black outlines the bounding box around the volume (shark facing to your right)... you can see the stratified layers from the movement of the box through the fluid... the other one is (shark facing to your left) @ .025 and the box doesn't appear... Thanks!
  11. Hello! I'm having a bit of a problem trying to mask out part of the fluid surface that's underneath the top surface in a narrowband flip fluid simulation. I have a whale breaching the surface, but I don't want the surface underneath to be there... just all the top parts with splashes... nothing underneath... not even the surface that surrounds the whale's body below the top water surface. I remember seeing this done in older versions of Houdini using some sorta VDB masking using camera or whatever... but can't figure it out. So how is this done please? thanks!
  12. Cloth penetration problem

    I reuploaded the working file plus the geometry.
  13. Hello! Having a problem here in which I can't figure out for the life of me. Houdini cloth is being so picky about this unless I'm approaching this the wrong way. If you open the file, you will see some objects: sails and little ropes. I need the sails to collide with the ropes, but the ropes keep penetrating the cloth (cam 2) when I do a pre-run of 48 frames. Can someone please help me get this right and correct the setup if needed in order to get a good collision and deformation? Thanks! geo.rar sailropeclothtest001.hip
  14. Rebuild Depth of SDF

    Here's what I've done so far with some help from Igor Zanic on eliminating the surface around the shark. I modeled the shark in Zbrush. Then it was rigged and animated in Maya. I know this looks terrible, but I'm trying to learn this underwater stuff, and I need the whitewater to interact with the shark somehow with a height of only 0.25m for the flipsim. Something about rebuilding the SDF and or using a sop solver so the whitewater foam and or bubbles follow the big bubbles that I generate in another dopnet. Can someone help me with this please and give me some ideas on how to accomplish this? Thanks sharklungetest1.mp4
  15. Rebuild Depth of SDF

    Hello! I'm stuck on figuring out how to rebuild the depth of the SDF of a flip fluid sim. Basically it's a 8x 0.25m x 8 flip fluid, but I want to rebuild the depth for the white water. How is this done? Thanks...
  16. I'm currently working on an underwater shark scene similar to the one in The Shallows in which the shark is trying to get through the coral rocks. I'm having trouble understanding what this person did who actually recreated the scene. Here are his own words: "i rebuild depth of the SDF field to define the particles which is foam,splash and bubble.Of the particle motion,it almost based to VEL field from main water.but you know the height of VEL field is only 0.25m,so i add some custom motion to control it,i used "sop solver" to selected a few points to group it "big bubble"(it is also for LookDev).others group "small bubble",and then let "small" following "big" through point cloud." ... and here's the link to his amazing work! I have the shark, rising bubbles being advected by the shark and pyro, rocks and fluid surface. I need help with the white water surface interaction in achieving that look that's in the video link. He only made the fluidsim .25m height but some how got the bubbles and foam from the whitewater source (no the main bubbles which I did already) to go under the water. Thanks!
  17. Is AMD potentially risky? (Threadripper)

    I'm using a Threadripper 12 core and it works fine in Ubuntu and Windows 10. 4ghz simple over-clock in Asus bios on all 12 cores.
  18. Vectorfield in DOPS to affect Fluidsim

    Wow! Thanks so much for the corrections and informations! I'll have to study all this more...
  19. Hello! I'm trying to get velocity from a sopgeo (simple trail velocity from geo node), into a vectorfield to add custom velocity to a fluid sim. I followed the examples in the fluid solvers masterclass, but I can't get this to work. There's no velocity at all from the sopgeo that influences the vectorfield. Also, I'm not sure if I'm suppose to resize the vectorfield to the same size of the fluidsim which 5x5x5. Been playing with this for a while now and I need help on the basics of how to get this to work.
  20. Vectorfield in DOPS to affect Fluidsim

    Hello Tamagochy! Okay here's the file =) vectorfield_fluidsim.hipnc
  21. Hello! I don't know if this is normal, but it's really whoring my surfacing... During the flip simulation using the narrowband option, the level starts to drop thus changing the waterline which really messes up the surfacing part causing artifacts. Why am I losing particles during and the sim causing the level to drop? It's a basic shark swimming around using deforming object collision in a flat tank off the shelf :/
  22. Hello! I'm having a bit of dilemma here... Currently I have a setup in which I'm emitting particles from selected points on my mesh that drive the pyro sim. I'm using the source from points option to do this. It works but I'm lacking control of the velocity. Currently, I'm working on a group of points via the bindGroup option on the attribvop and altering the normal inside the vop. Nevertheless, is this a good way to do this or is there a better method to have particles emit from the gills to drive the pyro sim. Really could use some help on this... thanx!
  23. Hello! Now to tackle my second problem here. Again, as I mentioned in another topic, I'm working on a ship on the ocean scene. One of the key ingredients i need is the ocean to have larger swells with the higher frequency waves riding along on top. Okay, I did read that you can pump one oceaneval into another, but when I had tried that, they didn't add together correctly. So how can we create lower frequency waves, at a lower res (smooth), then add the higher res high frequency waves, so they combine together correctly and the final displacement map is correct? Thank you for your time!
  24. Hello! Having a bit of a stumble here. When I add a pointvop to the popnet via connection 1, and read the age, it's just 0, and doesn't change when upon play. Age works if i put a pointvop inside the poppet, but not outside? How can I get age to work outside the popnet in a pointvop to it's reading the age of the particles in the popnet correctly? What I had done was create a voppop inside the popnet and use parameter node to create an ages variable. Then use another parameter node to bring in ages into the vopsop connected outside to the popnet. Why doesn't age just carry over so I could avoid doing it this way? Okay thanks!
  25. Hello Loopy! I guess I am using the old POP Network. But my problem seems to be this ... POPNET (OLD) [ source > blah blah blah > pointvop (to add noise)] now POPNET > POINTVOP (to read age into a variable) So I string age to a variable, and read in spreadsheet. Doesn't change. But if I go back into the pointvop inside the POPNET, and string age into a parm node and export as ages, then read it into the pointvop outside the POPNET, the age works like it should in the spreadsheet. So my question is, why doesn't age carry outside the POPNET into a pointvop? I understand what you're saying about point wrangling though