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Blacko0ps last won the day on November 21 2016
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Blacko0ps
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Hey @Librarian, thank you for sending the example! running the otl it does create a filecache node. Am I missing any part? what I looking for is an OTL that creates the ROP chain based on my existing file cache nodes in sop
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Blacko0ps started following Mantra Glowing points and fake DOF, fake Light emitting and Automatic ROP chain generation
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Hi folks, Does anyone know an OTL that could grab all file cache nodes from a setup in sopnet and create an ROP network with corresponding dependencies? if not where would be a good source of documents to create such OTL
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Hi everyone, I am working with our IT department to built up a desktop for heavily FX work(mostly water and pyro simulations). Below are three options that we are considering about it, I am looking for any comments or recommendation on different configuration. Thank you
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I got a chance to improve the tornado project a few months ago and here is the result, although it's a fire whirl now :
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I don't have limited commercial edition at work. Gonna check it out at home later on tonight. Cool, I will enable that. Also seems like increasing substeps on Dop Network helps to smooth out that jagged edges too
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Oops! that make sense, thanks a lot man! I may need to consider buying a new tower for that as it's taking so long to simulate with 11 million voxels
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Sure, here is the scene. Unfortunately, I can't change the font smoke_test.hip
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Thanks man, but it seems like blurring out the smoke more than the colliding section. Is there any other solution to that?
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Hi everyone, I am working on a smoke simulation and i have imported my collision object with source volume into my Pyro sim. No matter how much I increase the smoke divisions as well as reducing the voxel size on colliding geometry I still get jagged edges when smoke interacts with it. I have attached a screen capture here to make it more clear. Is there any way to smooth the jagged edges or am I missing something in the process? Any tips would be greatly appreciated!
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Hi Guy, I am working on a project, it is a fractured wooden logo that I need to explode the pieces and then get them back together which turns to another logo. So, the second logo has to be created from the pieces of first logo. What would be the best way to do such a effect?
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Thanks Alex! Unfortunately, I am not familiar with QT event system. Is it a separate package or it's built in in Houdini ? Update- Ok, after doing some research I think this what you have been refering to : http://doc.qt.io/qt-4.8/qobject.html#installEventFilter Still trying to figure out how to install it for Houdini
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Thanks for the reply Alex! I have seen some tutorial on mouse chop, but I am limited to use python for this project. I am still new in python and not have enough knowledge about hdefereval module. I am going to do more research about it. Please let me know if you have any references. Thanks.
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Hi guys, I am working on a python script that bakes the hand movement of geometry with mouse in the viewport over the time and creates keys on each frame. In other word, I want to move my object with mouse in the view port and get the Transform/Rotation/Scale keyed on each frame. Currently I am using hou.selectedNode() and the hou.parm() to access the specific parameters that I want to bake. Then I use a for loop to generate keyframe on each frame. Immediately after pushing the bake button it bakes the parameters value on the first frame for entire time line. I have tried using while loop with time.sleep() to wait for a bit after setting key on each frame, but it freeze the view port and I cant move my geometry. Is there anyway to make my code somehow that constantly check the new values of object parameters on each frame and allow me to work on the view port while it does its job in the background? Is this related to multi threading? Here is my for loop for f in timeline: setKey = hou.Keyframe() setKey.setFrame(f) setKey.setValue( keyValue[f] ) ParmList.setKeyframe(setKey) hou.setFrame(f) Thanks,
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Hi Anthony, Very nice work on your FEM animation! I have been trying add FEM to the wire solver result, but again whenever I add the FEM it loses its animation. Still figuring out how to work with target geometry, but I couldn't get it to work. Also, my second question is that, I have bunch of seeds that I want them to have interaction with my worms. Something like worms are crashing and eating the seeds. Do you think would be the best approach for that? I have attached my file here Worm_10.hipnc
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