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charly

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Everything posted by charly

  1. Gasoline flame

    Hi everyone, I would like to make a flame like the référence. It seems to be a flame from gasoline. The base of the flame look like it's transparent. I did a basic setup using noise on the fuel attribute and trying to get the transparency from the shader but it's not going so well. Is anoyone has done this type of flame before ? Thanks
  2. The main idea is to use VDB instead of volume. So you can build your velocity field with volume then transform it in VDB using "Convert VDB" and "VDB Vector Merge". velocity_field_R17.hiplc
  3. Gasoline flame

    Thanks a lot guys for your precious help. Thanks Stephen for your set up. I was playing with it today today. It give some result but the best would be to do it in with the solver, like the reference that gave Viki.
  4. Gasoline flame

    Another reference would be the link below. https://www.shutterstock.com/fr/video/clip-1010077940-slow-movement-clean-fire-igniting-burning-on Playing with the shader give me a beginning of an answer but the hole flame become hollow. Anyone knows how could I get juste the base of the flame transparent ? Thanks gasoline_flame_V1.hiplc
  5. Thanks a lot for your answer David ! I'll check this out. Cheers
  6. Hi, I'm trying to use one shader that link to different images. I named my images galaxy_1 galaxy_2 ... and I want to use the stamp function to change the image. But it seem I'm doing something wrong. Thanks
  7. tearing cloth with pyro

    YOU ARE AWESOME FENCER !!!! It's more than I what expected. Thanks again !!!!
  8. Hi there, I'm trying to tear cloth using pyro. Basically, I have a sphere with cloth simulation, and inside this shere I want to make a smoke explosion that will tear the sphere. I tryed using "cloth solver" and "pop grain", but have an issu with both technics as I'm still beginning. 1) Issue using Pop grain: It look good in the popnet but I don't know how to tear the fabric when I but the mesh back. 2) Issue using cloth solver : I don't know how to use the pyro simulation has collider. I tryed VDB or mesh, but I'm missing something. smoke_tearing_cloth_01.hiplc Anyone has an idea ? It would be great to know both technics. Thanks, Charles
  9. Hi, I'm trying to pass the color from polygon to VDB, transform the VDB then apply the color back to polygon but I don't know how to do. I tryed to use "VDB advect points" but I can't figure out how it's working and if it's the right solution. Charles VDB_color_uv.hipnc
  10. Hi Tanto, Thanks for your answer. So I did what you said and it's working on the first frame. Now, the problem comes from the advection I guess. The colors seams to folow the turbulence but not perfectly. Anyone has an idea ?
  11. Hi, I'm trying to increment a point attibute value over time in vex. A basic exemple would be to animate a group node to increment a counter each time it select points. Then, emitt particles if the points have been selected 3 times, or be able to know if a point has already been selected before. So I tryed to do a setpointattrib to a node that is not time dependent, but it doesn't seem to work. Is there a way to do it in vex ? Thanks, Charles
  12. set and get persistant attibute

    Hi Atom, thanks for your answer, My issue was to increment only on time when it's selected and not every frames. Then increment again only if the bounding box leaves and come back. Charles
  13. set and get persistant attibute

    I find out how to increment the value the way I want using the sop solver. But I'm still interested in a clener way to do it, like using an array for the selected points. Because the Wrangle get generate each frame, the best solution to keep an array seems to be with Python. Charles increment_value_new_selection.hiplc
  14. H16; POP is missing attribute.

    Hi, You didn't have any particles emitting, so you couln't see any attributes. To see your particles attibutes, put a null after your Popnetwork. Here is your seen. disintegration_v.2_modif.hip
  15. Hi there, I'm trying to build an particle asset to use in C4D. I want the particles to get the velocity of my object. It's working fine in Houdini, but when I import the asset in C4D, the particles are emitted on the object even it's moving, but it's not computing the velocity. Is anyone know if it can be done ? Thanks, Charles
  16. Hi, I would like to use FEM (or soft body) on multiple objects. Basically, I used the copy SOP to copy objects on points. If I use the FEM after the copy SOP, they are merged together. The sollution was probably on this post but the link doesn't work anymore : Thanks, Charles
  17. I succed to scale my objects in unabling "rest" in the Deformation tab of the solid object. It seem to lose it's softness but I'l try to mess around with the settings.
  18. Thanks, it's working ! So now I have another problem. I want to control the POSITION and the SCALE of my objects. So far, I succed to attract them, but I don't know how could I scale them. I would like them to be really small at the begining and big at the end of the animation. Thanks again Sean Charles Multiple_object_FEM.hipnc
  19. Houdini Help example files?

    Hi, I'm sorry if my question is stupid but I don't see how to remove the preferences folder. Thanks
  20. Soft spheres FEM in copy SOP

    Hi, I would like to recreate the exemple I posted below with the squeezed spheres. I duplicated spheres with a copy Sop but I can't figure out how to apply properly the Fem. I used the piece attribute but it's not working as I expect. Someone as an idea ? Thanks Charles spheres_FEM.hipnc
  21. Soft spheres FEM in copy SOP

    Thanks for your help man !!! I finally succeed to do it ! One of my main problems what the "solidembed" nod and and the fact that some spheres where intersecting before the tetrahedralize. The "tetrasurface" was useful to smooth the mesh. Thanks again Anthony spheres_FEM.hipnc
  22. I'm really interessted about this as well. I'm trying to use FiniteElement with copy sop or Particles, but I can't find the right set up. I really hop that someone will answer !
  23. Hi, I'm trying to create an effect where the fractured pieces of a geometry get transform into spheres, then collide with each others. I want the elements to be soft. Then I want them to fly away. I tried to use FEM fractured solid object, but I couln't set it properly. Should I use Organic Tissu in my For Each loop or looking for another solution ? Thanks fracture_to_spheres.hip
  24. Hi, SteveNi I don't know if it's the best solution but it work like that. vector pPos = attrib(1, "point", "P", 0); int maxpoints = 1; float dist = 0.2; int pnt_near[] = nearpoints(0, pPos,dist, maxpoints); printf("%s \n", pnt_near); Charles
  25. compare attributes in VEX

    Hi, I'm a newbie in Houdini and vex, with basic knoledge of programming. I want to create vertex between points from 2 different objects, using vex. The look will be the Plexus style with the difference that I don't want the points to connect from each other when they are from the same geometry. I followed a tutorial from Entagma to help me. The question is : How do I get and compare an attribute from 2 points ? I tried to use pointattrib() to compare an attribute "myobj" that I created before but I don't have enought kwnolege yet to use it well. //__ List of the closest points int pnt_near[] = nearpoints(0, @P,dist, maxpoints); foreach(int pnt; pnt_near){ //__ condition if pnt and @ptnum do not share the same value of the attribute myobj if(pointattrib(0, myobj, pnt, 0) != pointattrib(0, myobj, @ptnum, 0) { int myprim = addprim(0,"polyline"); addvertex(0, myprim, pnt); addvertex(0, myprim, @ptnum); } } I don't know if it's the best way, so I'll be happy to hear any solution from you. Thanks, Charles plexus_attribute.hip
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