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caskal

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Everything posted by caskal

  1. Pyro spawn cycle

    Hey @kleer001 thanks for the tips! indeed more gravity and advection helped, also didn't know about the burn rate. Slowly getting there. Thanks dude!
  2. Pyro spawn cycle

    Hey magicians, I've been struggling with this for almost 3 weeks. I'm trying to achieve a pyro advected spawn effect, I got some decent results but can't get there. I already learned about chops to drive music, what I can't figure out is what I have to animate to get spawn > dissapear > spawn, my thought is Fuel, but I've tried everything, from velocity, temperature, fuel, wind forces. Any tips will be more than welcome, this is driving me nuts. Here are some of my tests: Thanks
  3. Hey magicians, I'm having crashes (houdini directly closes without any message) when rendering. This happens in random frames, and in some of the setups. I checked the log and seems to be a GPU issue, I have 3 Geforce 980 Ti. I will contact their support, but posting here just in case anybody knows a solution. Cheers
  4. Redshift crash (log attached)

    Hey @Sepu thanks for the tips, I'n with RS 2.6.32 I thikn is the latest. Just checked Debug > Verbose, should I wait for the next crash and check the log again after this option enabled? (I also checked "log to console") These are my system specs: Asus x99 ws e Intel i7 6900k 128 gb ballistix sport lt 3 x GeForce GTX 980 Ti 3 x Samsung 850 evo 500 2 x Western Digital 4TB EVGA Supernova 1000w 80 plus gold Corsair Hydro H115i Water Cooler (280 mm) One thing is I'm pretty full on disk space, but just bought an external to transfer some stuff, can be that the issue? On RS I updated to the latest to check if that was the issue, but it didn't solved. Same for the NVIDIA drivers but I had some issues with Octane in C4D so I went back to a prev. version. Not sure if matters but I got licenses for both Houdini and Redshift. Posting in RS forums to see if I can get some help. Just checked your site btw, amazing stuff dude. Thanks again! Cheers
  5. Simple VEX points push

    Got it working! thanks to Simon Fiedler for the help
  6. Hey magicians, excuse my VEXnorance but: How can I push the green colors while keeping red ones in original position? also tried to add a distance slider but it moves all the points. Lastly im thinking about how to add more density points on the green part, depending on z distance Thanks!
  7. Color drops (flip)

    Hey @Three65 thank you! I will post some pics and maybe a making of once the show is done and I get approval for sharing. Thanks for the good vibes! Cheers
  8. Color drops (flip)

    Hey magicians, I need to create something like this for a client, some sort of flip drops that need to be timed with music. My first thoughts are create a flip tank with some particle system falling down that act like drops, and use the "hit" parameter to make them light on? (not sure about this part). Shading will be done with redshift. As for the timing with music, I think COPs is the way to go. Any tips on how to achieve this will be super helpful. Thanks in advance
  9. Thanks for the tips @anim. It makes sense now will keep playing with this and post a hip once I figure it out. Cheers!
  10. Hey magicians, I'm playing with vellum and pressure, and I want to have more control by using color to control attributes. Lets say I have in red the zone I want to get "stretchstifness", my process was: Color with attribute transfer Attribute create "stretchstiffness" with value $CR Point vop > bind import "stretchstifness" > fit range > bind export Plug that into vellum but doesn't seem to work, also, what if I have several constraints (like cloth, pressure) how can I tell that the "stretchstiffness" is the one in Cloth and not pressure? Lastly, inside "Vellumsolver" I have vellumconstraintproperty with animated restlenght in group @type=pressure to make the stuff inflate, how can I make the red color control the "restlength" attribute that is inside Vellumsolver? Thanks!
  11. Hey @Andrea thanks for the tips! I found this tutorial of Rohan about using attribute transfer to control vellum (around 13:18) but I'm still struggling I also readed the doc for attributes, so far only thing I could do is freeze a group within a sop solver with i@stopped = 1 and animated that with a ch to make it work again. Not sure why I can't control ie: restlenght within a sop solver wrangler, or for example, why if I move the group that has the i@stopped it doesnt unfreeze. Will keep playing Here's my hip in case is useful for anyone: of_vel.hiplc Cheers!
  12. Color drops (flip)

    Indeed! quite a production, yes it will be a mix of mapping, leds and some lights that create shapes (not sure how to explain but they are like arrays that make a lot of long lasers wich create some sort of hologram) Here are some tests from today, first ones are super crapy but I want to give some options to the client with chops (still trying to figure out how to chop your setup ), I also tried some grains on the particles, flip modules, and optical flow (client asked me if we can drive the animations with a texture from AE, maybe they will be making stuff ritm with sound keys or something) AG_011_Drops_RD_02_Low.mp4 Sorry for the poor quality Cheers!
  13. Color drops (flip)

    Whoaa what a beauty @Atom @ThomasPara these look amazing! I did a bunch of R&D yesterday/today, im editing them to upload here, would love to hear your opinion, this is quite a big project for me (42 projectors on stage) Cheers!
  14. Color drops (flip)

    @ThomasPara thats looking much better, love the subtle ocean noise. Here's a prev of the R&D from today, tried different things, some basic CHOPs stuff with @Atom tutorial, another stuff playing with your setup, and some rainy POP test over the singer stage. AG_011_Drops_RD_01_Low.mp4 Hope the client like it, thanks again guys, really appreciate it.
  15. Color drops (flip)

    Master! thanks a lot for the help!
  16. Color drops (flip)

    Thanks @ThomasPara! Quick question, any tips on how to adapt the setup to music beats? been watching some CHOPs tutorials, I've got the overall idea, but the "Droplets_anim" wrangle node make's me difficult to see how/what parameter should I tweak to drive the drops to the ground at the beat time, will keep digging on it.
  17. Color drops (flip)

    WOW @ThomasPara thats quite a setup, wish I can make that beauty with those wrangles, my knowledge limits me to understand only certain parts of those (at least better than before wich I didn't get anything ) Love the organization of the interface too, super handy setup, thanks a lot! Btw, I found the original autor (https://www.instagram.com/wirginiaromanowska/) and asked her approach, she told me "it was ripple solver, with just a few particles (pop) for the splash." Thanks everybody for pointing me in the right direction! will keep working on it
  18. Color drops (flip)

    Dropped a super quick test of flip container + spheres falling down and looks better out of the box, but yeah, sim times might be a headache during the entire song Still gotta talk with the client about the asset delivery, so trying out different approaches. I'll try now to combine the beat to spawn each sphere falling, I think it will be tricky since I gotta have in mind the time that the sphere takes from the air to the water tank, but thats the beauty of houdini Would love to hear your thoughts Cheers!
  19. Color drops (flip)

    Hey guys! thanks a ton for the info! @bunker indeed, I meant CHOPs (never dig into COPs n CHOPs yet so still confusing networks for me haha). Thanks for the tut, on my initial research I thought about that but I was afraid about the quality (thought FLIP was going to be more sexy looking), but then I readed @Atom idea about mixing both the ripple and the splash bgeo and that might work (and also will be much faster / effective as you mention). @Atom I analized Juarj's scene and I'm having issues with reproducing the .bgeo everytime the point appears, I mean, appears on the first beat, but then I get the error as "can't find the seq", I saw he used stamps with "id" and "age" attribute and a couple of wrangles but still can't make it work on the rest of the drops: Regarding to the final output quality, right now I used the original splash from Juraj, but I'm thinking about simming a crown flip splash in HQ, then maybe add some randomness by rotating the stamps and changing Y size?, and for mixing these, converting all to VDBs and use VDB combine/smooth? just thinking out loud. Here's the HIP so far: Ripple_CHOP`s.rar Thanks again for the help! Cheers
  20. New setup - Feedback please

    Hey magicians, Been reading a lot on hardware and got some recommendations, I'm about to travel to buy the new hardware, but still have doubts on it. Mostly on Intel vs Threadripper (been an intel user all my life but heard great things about this AMD). Any tips? made an image with the stuff: Thanks!
  21. 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!
  22. Vellum loop?

    @Noobini yeah that was my main issue, praying so they don't look too different , agree on tweaking the sim too much. As for stash, I always used file cache or time shift but this is much better, I didn't understand how it worked when I opened your file so went to the help doc, this stash-sim-stash-sim workflow will come super handy to get cool results! Thanks again!
  23. Vellum loop?

    Hey magicians, I was requested to create some cloth in motion assets, I'm working with vellum, but having troubles to loop it as client requested. So far I used a blend shapes with first and end frame at the end, but the loop is quite noticeable since it reverses the blend at the end to start again. Here's a sample of the asset I need to loop: Here's another idea I had, I'm going to test it now: 1) Having the initial frame with cloth shape 2) Group the edges of that 3) Pin constraint the edges to vellum 4) Animate the edges having first and last frame in same state Any tips to loop vellum? Thanks!
  24. Vellum loop?

    Hey @Noobini thanks a lot for the tips and the hip, I was trying to do that multiple frames blending using like 10 timeshifts with no luck then I analized your file, didn't know about that Stash node, pretty handy! Played with the Attribute expression using more than 15 frames and its giving me much better results than the method I used before (blending 2 frames only). I still have to play trying to have the initial and end state as close as possible. @kiryha thanks for the tutorial! I saw that in the past but didn't think about adapting to this, I'll give a shot. @toadstorm thanks for the detailed process, will check that one too and see wich adapts better to this loop. Cheers guys!
  25. Vellum cloth floating?

    Hey magicians, I'm trying to achieve a similar vellum sim like this, haven't installed H17 yet since I use Marvelous for cloth but this one will be hard on MD, any thoughts on how to approach this with vellum? Here's the reference: Thanks!
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