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JFWfilms

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About JFWfilms

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    Peon

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    Josh

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  1. What would be the best way to rather than meshing all of the particles, only have the particles that are closest together meshed and render the rest as Spray particles? Like in this test by Igor Zanic
  2. H 17.5 White Water Problem

    Hi, What is it that you are struggling with? This video explains the new workflow:
  3. H 17.5 White Water Problem

    Hi, could you upload your scene file?
  4. Hi, I've been playing around with oceans and flip, and I can't seem to figure out how to render the high velocity splashy areas as white in the ocean surface shader. I've attached what I have so far. (also any other tips for improvement would be appreciated) Thanks a lot! Josh
  5. Hi, Assuming you're using Houdini 17 or higher. The particles are assigned a different state based on their depth, any particles under the surface will be bubbles, on the surface is foam, and above is spray. If you go into the whitewater solver and turn up the age rate of the bubbles to something like 10,000,000 this will make the bubbles more likely to die, eliminating any particles under the surface. As for whitewater amount you can play around with the settings in the 'Whitewatersource' node under curvature, acceleration, and vorticity. Also up the emission amount in the whitewater solver node under the emission tab. Hope this helps Josh
  6. Flip whitewater boundaries

    Is there an easy way that to size my flip container to ensure that my flip sim and whitewater stay within the boundaries? Thanks Josh
  7. The White Water Solver 'Add state attributes' doesn't add bubble, foam, and spray point attributes? Thanks Josh
  8. Issue with trail sop velocities

    BuildingDestruction_001.hipnc
  9. Hi, I've object merge in my rbd sim and passing it through a trail sop to compute the velocity.The trail sop seems to be computing velocity before anything is moving in my sim,and the velocities are all over the place? Thanks a lot Josh
  10. Hi I’m working on a building destruction shot, and I’m trying to create a ‘clump’ point attribute using a Point Wrangle in a For Each Number loop(Which I’m struggling to get my head around) . I’ve used a Point Wrangle with the expression @clump = 1 + prim(1, "class", 0);. This should take the second input of the wrangle node and assign the value of the class attribute + 1, to the clump attribute, but the clump attribute is 0.0? I've attached my hipnc file so hopefully it makes a bit more sense. Thanks a lot! Josh BuildingDestruction_001.hipnc
  11. Hi, How do I find the name of a node to pass into the 'createNode()' function? I'm following a tutorial, and in it he writes: .createNode(“ifd”) to create a mantra node. But I can't figure out where I find this. I've printed the node using the ‘.asCode()’ function, but I'm not really sure what I'm looking for. Thanks a lot
  12. This Might explain it a little better. On the node in the green circle the textures work fine. But after cleaning the attributes and the voronoi fracture, I use the same 'texturizer' node as before to set up the material for the texture and then assign the same texture. But I get a different result. The texture in the mortar doesn't line up with the stones. Thanks
  13. Hi, thanks for the reply. I've attached the files GroundExplosion_0002.bgeo.sc TexturesCom_MedievalCobblestone3_5x5_1024_albedo.tif TexturesCom_MedievalCobblestone3_5x5_1024_albedo.tif
  14. I've created a subnet that sets up the UVs for texturing and it works correctly, until I apply a Voronoi fracture node, after that the texture no longer aligns properly. I've attached my scene file. Thanks a lot! ImageBased_Destruction_Cobble_Test_003 .hip
  15. Why is Mantra so Slow

    BallRenderTest_001.hip
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