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About Josami

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  1. Light data to generate geometry

    Thank you very much for your answer konstantin! It was really helpful. I’m thinking of using that shadow as a vector source to modify particles emitted from the character’s body. However, the shadows I'm trying to use are the ones cast over the character's body — didn't explain myself. Based on your sample file I came across the idea of using an external geometry point as a fake light object, using its position to calculate the dot product. Just have to set a normal in the same direction the spotlight is pointing, and reference its position. It's a pretty basic and common setup, but maybe someone finds it useful. FAKE_LIGHT.hiplc
  2. Hello! I've been trying to get light data in some attribute or texture in order to use the shadows to generate geometry. Until now, the best approach has been baking the light as a texture and loading it using Attribute from Map. However, the baked texture works only if the character is static. What would be the best approach to cache or cast lighting data in order to procedurally generate geometry? A shader, maybe? Thank you in advance.
  3. Music Visualisation

    I found your experiments both beautiful and inspiring. Thank you for sharing your website :).
  4. Hello to everyone! I'm fairly new to Houdini and to vfx at all and been struggling trying to do this by trial and error and searching in forums. Even though I have learned a lot by doing that, I think it's better to ask for someones help. I want to create some dust clouds (like a small dust storm) for a shot. Because the area that I'm trying to fill is big and my resources are limited, I thought it would be a good choice trying to achieve the effect using SOPs instead of a smoke simulation in DOPs. The setup related to this part of the effect is basically some boxes each modified by a Volume VOP to add some noise and animation by frame. I read that Billowy Smoke Shader can help you to get a more fluffy look at rendering. My first frame was great, but the next weren't as good because of the noise. The shader is supposed to use the rest field of your simulation to position it, but I'm in SOPs. Another user asked for something like this in the forum: He says: "just create a vector rest volume in the beginning that has the world coordinate of each voxel as its value. Be careful to do all the same advection operations on your rest volume as you do on your density volume". But I think a main difference is that they are working with shaped geometry and my whole dust storm is, well... a box. Until now my tests have been: 1.- Expose rest attribute with a wrangler before my volume vop and create a surface attribute named rest. 2.- Create it after the volume vop. 3.- Create the noisy volume, then convert it back to polygons, add a rest field and then again convert it to fog. And nothing worked. My questions are: 1.- Is there are way to use a rest field from SOP to shape noise in the billowy shader? If yes, what is it and how do you work it. 2-. Or would it be better to create a noisy volume, convert back to geometry, add pyoclastic noise and convert it back to volume? Thank you in advance. I would really appreciate your comments.