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caskal last won the day on March 26

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About caskal

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  • Birthday 07/10/1987

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  1. After trying wire solver for around 2 days, I ended up using pop grains, wich works until a new point is spawn and the curve doesnt work because it doesnt has enough samples, there's any way to add something like resample with an expression in sop solver under pops? so it resamples only if there are points needed Thanks
  2. Hey magicians, Been getting crazy with wire solvers. I think the issue is because I get the points changing over time and the constraints go crazy. I've been reading that I need to create a id attribute with $PT to hold the value, tried that with no luck. Animation works fine until the number changes Any tip will be super helpful, thanks in advance.
  3. Awesome!, checking that thread, thank you! @kiryha
  4. Thank you @ikoon that gif looks great, will study the file! Also Matt Stela gave me this link via Facebook in case someone else had this doubt http://www.tokeru.com/cgwiki/index.php?title=Houdini#Slide_points_along_edges Cheers!
  5. Hey magicians, I've got an alembic walk cycle cloned on a curve that I need to offset the points in order to make them look like walking forward, its probably a dumb question but I can't figure out how to offset the points. Line sop has offset so I thought I can just deform this with a noise and offset that, but how can I offset points on a hand made curve like this? Something like this Thanks!
  6. White water question

    Thanks @Andrea , I did a mistake on the export, will start using the compress stuff its also save disk space (duh!), thank you!
  7. White water question

    @Atom I love you, this seems to be working correctly, little crazy and long duration but thats tweakeable. Did a quick resim with low res Quick question, I have cached both the surface mesh and the dopimport full sim with .bgeo.sc, can I plug that into fluidcompress > compressed cache instead of re-siming? Did that and I get that freezing look again, not sure if is because the particle amount or I cache the wrong way
  8. Hey magicians, I'm trying to use a cached flip mesh as source for white water, but when I run the whitewater dop nothing happens, any ideas? I also tried using my flip particle cache as source but I guess this overlapping issue Any ideas? Thanks!
  9. Thanks for the info! @LaidlawFX I didn't know about the hard drive shipping approach. Great tips on handling the scenes with online farms, appreciate them. For now, what I ended doing is giving my client (they have a render farm) a organized houdini file with relative path, and explained them how to cook there. Crossing fingers so it all works, first big job with houdini simulations. Thank you!
  10. Hey magicians, I'm working on a project with a client that involves some large simulations, around 400gb stuff, my internet connection isn't the best on my city (10mb down, 5mb up), so I wanted to ask what's the best pipeline in this cases. The client gave me the idea to save the sim in a hard drive, and send to them over fedex or something, so they got all the stuff within some days and they can render there. Another solution I think can work is using some service like Gridmarkets where I gave them the files and they render out. Any ideas will be more than welcome Thank you!
  11. Large scale FLIP workflows

    You rock! digging into those threads now, btw just learned about whitewater, that stuff really increases the render thanks again dude! Cheers!
  12. Large scale FLIP workflows

    Hey @younglegend , thanks a lot for your tips! I agree, the more I dig into the shot, the more issues I found, its a tricky one, specially with the camera movement that is super close to the water/terrain. As for time, all the project is about 2 months, but there are 5 main scenes, this is one of them. Didn't thought about pumping vel from the waterfall into the river, that would be awesome, it should work the same as I have now in terms of results?, how should I import it? this are my thoughts, never did that before: 1) Load the sim cache 2) Made a sop solver within dops and use an attribute transfer there with vel? or inside the sop solver in dops, make a point vop to import vel from the other sim? will dig around that, I think I saw a tutorial about using custom velocities, sorry for the noobness Thanks for the thread too, checking now Cheers!
  13. Hello magicians, I'm working on a large scale FLIP scene and need some tips regarding to workflow. The main scene has 2 FLIP sims, 1 for a waterfall, and 1 for a river. On my current setup I made the river using narrow band, and the waterfall using a emitter, not sure if this is the best workflow in terms of speed and direction, the current setup looks like this (blue = waterfall / red = river) And here is a viewport sample Questions: 1) Is this the best approach for mixing a waterfall with a river? emitter + narrow band? 2) I saw in other post that some people breaks the geometry in equal modules and then put them together, should I break the river within 3 equal parts to save time and quality? 3) I readed that when you export particles, is useful to delete attributes that won't be used, I did a quick test with all attributes and 1 frame was 800mb, deleted some and took it to 200mb, is this a right approach? 4) For final meshing, should I create VDB / polygon soup and export passes in order to make detail stuff like foam? 5) Should I export particles in wedges? 6) There is a dop workflow to upres particle/flip mesh like "gasupres" within pyro? Would love to hear any tips regarding to large scale flip, will keep reading on the forum in the meantime Thanks!
  14. Flip river question

    Mas claro que el agua! me quedo tranquilo sabiendo que no era tan sencillo de resolver al menos para mi que primera vez que uso este metodo. Ahora entiendo porque los metodos que intente funcionaban tan mal. Gracias de nuevo, me salvaste en el trabajo hoy. Saludos!
  15. Flip river question

    Hey Alexandro! Thanks a ton for the hip, works like a charm, you just saved my delivery today. I went inside the flip, took my a while to find the pop group and sop solver Quick question, whats the "noSeed" pop group for? is that for transfering Cd only on first frame? like using a switch with $F == 1? Also, is this different than adding a sop solver on post solve (input4) fromflipsolver? Gracias de nuevo compadre Cheers!