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markingleukc last won the day on May 7 2018

markingleukc had the most liked content!

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About markingleukc

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  • Birthday 06/17/1993

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  1. I wonder why the cloud preset uses 'clouddensity' instead of just 'density'... My bad Thanks for the help StepbyStep, your file works nicely! Using the instance obj is a lot easier to understand than having to deal with material stylesheets
  2. Can I possibly do it with material stylesheets..? http://www.sidefx.com/docs/houdini/shade/stylesheets.html
  3. Thanks! But I'm trying this method and the geometry doesn't get instanced when I use a material SOP. Even though the same shader is selected, the geo is only instanced when it's selected on the geo node at obj level. It seems like this should work though, am I missing anything obvious?? clouds_v002.hipnc
  4. I'm attempting to make a cloudscape time lapse and need to find a way to efficiently create the cloud volumes. My solution so far has been to build the clouds themselves from spherical 'puffs' and to instance those puffs onto points at render time. My issue with this method at the moment is I can't find any way to have control over per-instance variations (beyond transforms, mostly looking for varying density). I have attached a file that shows a basic setup. Cache the frame to your local drive and make sure the instancefile attribute path is set to the cached file location correctly. One solution to my problem could be to cache multiple cloud puffs at different density values, and use different instancefile paths. But this will get heavy quickly as I need hundreds of frames to make up the time lapse animation. I'm hoping to find a method similar to how you would do regular copy stamping, using pt attributes to drive variations in the instanced geo. But obviously copy stamping is too heavy for my purposes. Any ideas/thoughts would be greatly appreciated! clouds_v001.hipnc
  5. I have 2 sets of points: 'parent' and 'child'. Both have the same number of points. I need each parent point to have a unique child assigned to it - no duplicates. I need to be able to animate in an active value for the parent points, so that they all become active in 3-4 frames. When a parent point becomes 'active', it needs to search for its nearest available animated point and set that animated point's id number as 'child_id'. An animated point is only 'available' if it doesn't already have a parent point, or in other words: if the child_id is currently unused. My issue comes from the VOP I've set up within a SOP solver. If there is more than one parent point becoming active on a single frame, I get multiple parent points assigned with the same child point. I need to be able to write to 'child_id' and read from it on the same frame, to make sure that I am not getting multiple parent points with the same child points (leaving some very lonely, parent-less child points ). Please take a look at my attached file. I've highlighted the important nodes, and the Find Attribute Value VOP in red is where the issue is originating. find_unique_child.hip
  6. get dop hitpath data in vex

    if(s@hitpath == "op:/obj/geo1/popnet:0"){ @Cd = {0,1,0}; } else{ @Cd = {1,0,0}; } Use s@hitpath to make sure the if statement is testing against a string attribute. And use quotes to define your path. I've included a file of my own that has particles changing color depending on their collider object. collision_behaviour.hip
  7. Shader Tutorails

    The SideFX shading masterclasses would be a good place to start: H15 Masterclass | Shading Houdini 16 Masterclass | Custom Shading
  8. You can pin pieces to the ground using the active attribute. Check my answer and file attachment in this thread: http://forums.odforce.net/topic/32264-wood-like-voronoi-fracture-need-help/?tab=comments#comment-177943 In the file, got to /obj/box/ and look at the set_active node to see how I set active and inactive pieces.
  9. merging multiple constraints in DOP

    For multiple RBD packed objects, you need to make sure all pieces have a unique name inside the sim. Say I want to use a fractured box and a fractured sphere in the same sim: I fracture a box with voronoi and pack with an assemble node, the name attribute will be piece0, piece1... etc. I do the same with a sphere, but that also gives me piece0, piece1... etc. in the name attribute. Having duplicate name attribute values in the RBD sim will not work as we expect. You'll have to rename the pieces using the sprintf function like so: s@name = sprintf("box_piece%d", @ptnum); From there you can make your constraint networks, and give each object's constraints a unique name e.g 'sphere_constraints' and 'box_constraints'. You can merge the constraint networks in SOPs for a neater DOP network, but it's not necessary. I have attached a file for you multiple_rbds_with_constraints.hip
  10. Problem with active and passive objects

    Best way to set the active value imo is to do it in SOPs before importing your geo to DOPs. And I always use a SOP solver of I want to change my active value over time in the DOP, instead of the 'active value' node. I set the active value using your color that you had set using the attribute transfer. And I moved the dop import node to the end of the network, so that it would carry through into DOPS. You don't really need your for loop, it's just duplicating points that are already there from your packed geometry. test_fixed.hip
  11. Particle advection

    You could do a point VOP inside your DOP network, and look up the density of your smoke volume. If the sampled density gets low enough, then the point gets deleted. Take a look at the highlighted point VOP DOP node in my attached file. I sample the second input of the DOP which I set as the pyro density (see the 'Inputs' tab), and check to see if that has fallen beneath a certain threshold. If it has, then the point gets deleted. If you the particles to fade out more gracefully, you could use the point color to drive opacity in your shader. dissapate_particles.hip
  12. Most (if not all) of the time when you sim fractured objects, you want to be working with packed geometry. So I added an 'assemble' node and checked 'create packed geometry' to take all your pieces and pack them. This node also gives each piece a unique 'name' attribute. For pinning pieces, I use the 'active' attribute. If active is set to 0, it will remain where it is in the simulation. I made a wrangle to set the active value, anything above the Y threshold will have an active value of 1 and will react to other DOP objects. Your glue is set up in the constraint network - there's no need to change the glue settings in the RBD Fractured Object node. Anyway, since the geometry is now packed, we need to use the 'RBD packed geometry' node instead. Also, your sphere is not a packed object. So in your DOP I used the standard 'RBD Object' node to import the sphere, instead of the RBD packed object node. This probably doesn't make much of a difference, but it's good practice. wood_fracture_fixed.hipnc
  13. White water Foam Stick in air

    Looks like you weren't exporting the velocity field from your sim. I generally use the Dop I/O node instead of the Dop Import node, because Dop I/O has import presets such as FLIP Fluid, smoke, pyro etc. These presets automatically bring in all the data that was used in the type of sim that was created. So with your vel field being exported correctly, and added into the whitewater source, your whitewater seems to flow correctly now! I've added a switch node to show how I would use either the Dop Import, or Dop I/O nodes; and you can probably see why I prefer Dop I/O. Flip_and_whitewater_fixed.hip
  14. Smoke Target Force

    A quick Houdini smoke simulation done in a day. This was done by using the gas target force microsolver. Hip file attached - feel free to take a look! Cheers, Mark run_smoke_v002.hipnc
  15. FX TD, New York

    Hey guys, I'm currently looking at FX TD career opportunities in New York. I'm open to working freelance, either on-site or remotely, and long term positions. My experience is nearly 2 years using Houdini. It was taught as the main software in my Master's program - Digital Effects at Bournemouth University, UK. After my graduation, I worked at Framestore NY on TV, commercials and VR. I had a 6 month contract with Framestore, which unfortunately they weren't able to renew due to scheduling and budgeting. References available upon request. In my time using Houdini, I have created a wide array of effects to a high level. These include: fluids, cloth, smoke, hair & fur, RBDs, soft bodies, particles, pyro/volumes. I also have a excellent knowledge of the vfx pipeline due to my professional experience and having worked on my own personal projects during my student days. I have extensive experience in Nuke and PFTrack, as well as 3DS Max, Maya, After Effects, Premiere and Photoshop. Please see my links below for my showreel and other details. I have eligibility to work in both US and UK as I have dual citizenship. Showreel | Linkedin | Vimeo | Portfolio | Resume Cheers, Mark