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caskal

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caskal last won the day on October 8

caskal had the most liked content!

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About caskal

  • Rank
    Illusionist
  • Birthday 07/10/1987

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  • Website URL
    www.caskaldesign.com
  • Skype
    caskal.dg

Personal Information

  • Name
    Ezequiel
  • Location
    Argentina

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3,496 profile views
  1. Ring pyro burst

    Hey @3dome Thanks a lot for the tips! I was getting crazy playing with the density source and tweaking the custom velocity with no luck. Playing with these parameters now seem to fix that density artifact. Thanks guys!
  2. Ring pyro burst

    Hey @Atom Attaching hip file, would be super helpful if you take a look, been struggling with this for 2 hours. For the velocity, I did a curve, polyframe N > vel. Didn't use gas curve force. I tried some stuff like: Using negative sink as velocity with no luck. Adding more dissipation affects the overall smoke but not that density artifact Checked all fields separatedly to see if some weird stuff was staying there Adding more res to both container and vel particles with no luck, also tried taking off the gasresize Deleting particle source, playing with velocty modes and stopping density Thanks! ring_density_issue.hip
  3. Ring pyro burst

    Hey @Feather thanks for the advice, did that and i think is getting closer. Now I'm trying to figure out some weird density that doesnt follow the curve after the explosion Any thoughts on what can be causing this? @Atom thanks for the good ol' wiki help, gonna check that now. Cheers!
  4. Ring pyro burst

    Another idea was using a cross product on volume gradient to get the motion: But again not there, maybe a pop curve force with orbit? is this the proper way to go for an explosion like this? Cheers
  5. Ring pyro burst

    Hey guys, I have to make a pyro sim of a ring turning into a burst, and then follow a curve and get sucked. First thing I'm trying to discover is how to get the explosion following this reference: My first thought is having particles rotating and use that as density source with some disturbance and dissipation, on my first RD I used some particles exploding outwards but the result isnt there: Any ideas to get to the explosion on the reference? and if there are ideas for the next step > follow curve and dissolve on left, more than welcome. Thanks!
  6. Hey guys, I'm having some headaches with the new rig. Worked fine for the first 3 weeks but now I'm getting random errors (I asume are memory related). I'm working with 112gb ram because 1 slot is broken, I've heard having 7 in use and not all might cause performance issues, that I better work with the half slots at 64gb. Will run memtest86 and windows diagnostic (wich I ran before with success), but wanted to hear opinions about best way to troubleshot this. Thanks!
  7. Hey guys, I'm having some issues with a FLIP collision, seems my VDB collider boundaries are affecting the sim, anyone knows what can be causing this? I'm using static object + static solver with a proxy volume as collider. Thanks!
  8. Holed tunnel (shape substract?)

    Damn @srletak I knew I was drowning in a glass of water, just did some search on this, looks perfect, thanks! Hey @Atom thanks for the help (once more), that cave thread is a beauty, im reading all the info there now, your example looks great!, thank you! Cheers!
  9. Hi guys, I have been wraping my head around trying to figure how to create shapes like this. My first thought was using vdb and subtracting for example a torus but i couldnt get there. I also tried some voronoi inside wires with different width. Lastly i made a circle spline in a solver and transform in + rotate and then skin the mesh but result isnt there. Any insight to achieve these forms? Tagging the máster @f1480187 Thanks!
  10. Thoughts about this rig?

    Hey @DaJuice thanks for the tips. I also asked on Houdini group at facebook, and overall, heating will be a pain in the ass, as you said. Heard I'd need to watercool the cards, so I can open them and make that (no way, I have 0 hardware) or buy the ones with the imput already, that are more expensive. I'd probably go with just 2 of 11gb to be safe. Thank you!
  11. Thoughts about this rig?

    Hey guys, I'm traveling to NY in june, mostly to buy new hardware. Did some research and spoke with some friends and this is what I have so far, wanted to give a last check, my main uses are Houdini sims / motion graphics, redshift/octane, zbrush. MOTHER Gigabyte x399 Aorus Xtreme PROCESSOR Threadripper 2950x RAM G Skill TridentZ 3200mhz CL14 (128 gb) GPU 4 x EVGA GeForce RTX 2080 Ti Questions: Does this mother support 4 gpu? a friend told me to be careful about the space with the power supply and stuff. This threadripper is good? or should I go for another? I want the sims to be quickest as possible For GPU, should I pick the Ti or the normals? there's a 300usd difference between each. P.D: I'm thinking about buying via Amazon, but I'd prefer to go with cash, amazon has AmazonCash but with a 500usd limit, so if anybody knows a nice place to buy this type of hardware at good price in NY will be super helpful. Thanks!
  12. Hey guys, I never went into COPs, but I saw a talk of Simon Homeldal, and get inspired. So, in this talk, he's doing some manhattan noise and use as displacement, he also does some operations to get mirrored effects and masking/sharping stuff. My main goal is to, for example if I have a triangle UV island, how can I select the border, extrude inwards to create that border, add some detail (ie substracting manhattan noise) and use that as displacement? Any good tutorial or read on COPs will be useful, did some research but there is not much information on that subject. If anybody want to see the talk (amazing one) here's the link: Cheers!
  13. @f1480187 the master has spoken! thanks once more man, really appreciate it. Just finished analizing your setup, always learning some new nodes from you, will read more about these: vertexsplit, falloff, polypath. That wrangle is gold to me, will study that one too. Beautiful setup as always. I'll tag you once I finish this study, but basically I'm making some hard surface helmets in movement, I asked that corner stuff to add some detail, now I'll dig a little into COPs. Thanks again, legend. Cheers!
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