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mstarktv

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About mstarktv

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    http://mstark.tv

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  • Name
    Michael
  • Location
    Dallas

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  1. Stark Houdini Palm Tree FX

    Link to Course In this 3 hour course I show you how to setup a system for dynamic and unique palm trees. No two are alike. I start from the very first leaf and go all the way through to rendering with Redshift in the most efficient way possible. At the end you will understand how to make your own trees and take these concepts and apply them to other setups that will bring your skills to the next level! Includes 13 Chapters and the final Houdini file. Also the assets to follow along. Full HD
  2. bgeo Alembic Export errors

    Awesome, thanks! I'll give it a try and see how it fares.
  3. bgeo Alembic Export errors

    Oh, I'm not asking anyone to use their conversion on this. I'm just posting my setup and the cache file so everyone has access to it. That way they can import my cache and also see my file. But also, it's a single frame. I should've specified that I'm not really interested in exporting fluid sims out ONLY, but just general exporting of Alembic files. I know reaflow has plugins available for flip fluid conversions that solves that issue.
  4. bgeo Alembic Export errors

    This has been a big pain over the past year while using Houdini. While Mantra is amazing, I am still using 3ds Max and Vray as my main driver. I wanted to do a comparison in rendering (just because) and when I tried importing the alembic file, it crashes Max. So Ialso tried exporting the Alembic file and importing into Nuke...and it crashed that too. Something is going on when I export it that is confusing other applications and I have no clue what it is. I tried deleting attributes and the like, but still...crash. I setup a simple Houdini scene that just has the file import, a time shift to hold the mesh, and then an Alembic Output ROP. I know that you can't write Alembic files with the Apprentice Edition so hopefully some of you have the Indie version or above to export. However, whatever I did to my bgeo should be obvious to someone that knows what they are looking for. The most annoying part is I have other Houdini files that write out Alembic files fine; so it is just my fluid sim cache from hell wreaking havoc. Thanks! alembic_out.hipnc v001_fluidMesh.bgeo.sc
  5. Particle attributes not recognized in Emission color?

    My favorite thing about this is how much I kept trying to feed in different vectors. Yep, that did it! My favorite part is I had the thought "what if I add "v@" in front because it's a vector "nah, i'll try {x, y, z} instead. Well now I know! Thanks, Matt.
  6. This has been really getting on my nerves the past few days. I'm just messing around with particles and their attributes, connecting them to a Principal Shader for practice. I can get Emission to turn on(emitillum), I can control the intensity(emitint) but I cannot for some reason figure out how to control the Emission color. I know that Emission Color's parameters are: emitcolorr emitcolorb emitcolorb In my example I did a lowish-res flip sim and connected the velocity to Emission Intensity (@emitint = @v;) for example. However, When I colored my particles using a ramp and using the velocity channel, I figured I would try: @emitcolorr = @Cd.r ...and so on for Green and Blue. But, this did not work. I feel like I'm dancing around the answer but not able to find it after searching. I wonder if anyone else has run into this? Best, Stark!
  7. This has been really getting on my nerves the past few days. I'm just messing around with particles and their attributes, connecting them to a Principal Shader for practice. I can get Emission to turn on(emitillum), I can control the intensity(emitint) but I cannot for some reason figure out how to control the Emission color. I know that Emission Color's parameters are: emitcolorr emitcolorb emitcolorb In my example I did a lowish-res flip sim and connected the velocity to Emission Intensity (@emitint = @v;) for example. However, When I colored my particles using a ramp and using the velocity channel, I figured I would try: @emitcolorr = @Cd.r ...and so on for Green and Blue. But, this did not work. I feel like I'm dancing around the answer but not able to find it after searching. I wonder if anyone else has run into this? Best, Stark!
  8. Particle Emission from fractured surface only?

    The site won't really let me upload my file, but I will give this a try. I thought I was crazy. Thanks, James!
  9. I thought I was losing my mind when I first ran into this because I thought I was just having a brain fart. But, When using the "Voronoi Fracture Configure Object" I can't seem to only have particles emit from the newly created inner surfaces. I attached my scene file to this post. I know that if I do the fracturing (non-dynamic) in SOPs, I get the inside and outside group. I feel like this is something that is super obvious and I'm just not seeing it right in front of my face. Any help would be much appreciated! Thanks!
  10. DOPs Initial spin at event.

    Awesome! Thanks. They are mostly just ways to combine things I've learned and apply them into something practical...also, so I don't forget how I did it.
  11. DOPs Initial spin at event.

    It makes total sense. That was exactly what I was thinking. Just add a blend and I'm good to go. Seriously, THANK YOU!
  12. DOPs Initial spin at event.

    Oh it definitely was. I'm sort of embarrassed that all I've had to do was add: vector v@; //Velocity vector @w; //Angular Velocity @v = {x, y, z}; @w = {x, y, z}; This may be overwhelming for a question on such a simple thing. But, let's say I had it so that on the "hit" and if it's "true" that this would start the above code on the hit event and never stop; would the velocity snap into a new rotation(due to the @w), or would it ease into it and then carry through the rest of the simulation? I know there are ways around that happening to where it just snaps into a new rotation. But, I think I'm more curious about the most stripped down, least amount of code behavior.
  13. DOPs Initial spin at event.

    You didn't misunderstand it, really. I think I kind of overstepped where I was vs where I was trying to end up. Eventually(Once I have more of a working grasp and muscle memory for it), I'm 100% going to refer back to your setup. It's more or less I'm trying to manipulate things singularly and then expand beyond to things like your example. In any case, thanks so much for helping me out. This has been the biggest pain.
  14. DOPs Initial spin at event.

    By any chance, could you use my file to demonstrate what you mean? @judnas example was a little over my head, although I got the gist of what he was doing. I'm not there yet to where I'm giving primitives velocities from another object. The simplest thing I'm trying to do is just introduce random spin to Dynamic Objects and not POPs (Although they are in the same world now). Thank you, though. I will try to do your method. I'm not the most familiar with manipulating velocities or forces in general through VEX, yet.
  15. DOPs Initial spin at event.

    I think it would be helpful to put a file together. I was trying to follow, but quickly got lost. Thank you, this is one of those tony things that is a big deal!
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