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catchyid

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catchyid last won the day on October 11 2020

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About catchyid

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    Houdini Master

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    Khaled Abdelhay
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    Montreal, QC

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  1. pyro disturbance radius way too big

    Tx for your reply, I will have a look at my setup and test soon Tx a lot ...
  2. pyro disturbance radius way too big

    Hi, I am attaching a hip file if some one wanna have a look how_to_control_disturbance_radius.hip
  3. pyro disturbance radius way too big

    Hi, Houdini 17.5 In a Pyro sim, I am using distrubance to give details to smoke, HOWEVER, the disturbance pump radius is always BIG -ps. hight of the pump is can be lowered easily by the disturbance scale or 0.375/2 seen below, the problem is the pump spans over big surface area patch. Plz see attached image (Local =1 or Block Size=Voxel size produce the same look). Note the voxel size is way smaller than the radius drown below, so there should not be a problem in grid resolution... Tx
  4. thx I googled "spark shooters" and I found some machines (https://www.amazon.com/BrightFootBook-Shaking-Machine-Right,DMX-Parties/dp/B09732ZNXS/ref=sr_1_2?keywords=cold+spark+machine&qid=1651264030&sr=8-2) So, that brings me to the second question: do they really happen in real explosions/fights? I am looking at many real explosions and I don't see them? Maybe my references are missing them?
  5. Hi, I am watching references and found these sparky "things" (see below), they look cool, but I am not sure what they really represent in real life? They are not fire, explosions, etc... just sparks being emitted massively and fly quickly? I know some experts here will know what these FX are
  6. control field/range in pyro

    okay, thanks so, what that means, we still need to sim twice (low res to measure data) and high res with data applied... thx Again
  7. control field/range in pyro

    Hi, May solvers in pyro (e.g. dissipation, disturbance, etc.) can be further controlled by fields like density, temperature, etc. However, to have a meaningful control, you need to set the max values for this control field (e.g. 0 -> no effect , X -> full effect, or even one can use a ramp to have non-linear control) -- see attached image. My question: the max value of a parameter, e.g. temperature, cannot be known in advance, so does that mean : one needs to sim twice, first to get the max value , second use that max value in the control field? Is that normal? Is there any work around? In the attached image: Dissipation is controlled by Temperature, but it's impossible to know the max value of Temperature before simming first -by default Houdini sets it to 2, but in many sims, this is not the case, in one sim max temperature could be 140.... (so, does it mean, one also needs to sim twice?) Tx
  8. control field/range in pyro

    Hi, May solvers in pyro (e.g. dissipation, disturbance, etc.) can be further controlled by fields like density, temperature, etc. However, to have a meaningful control, you need to set the max values for this control field (e.g. 0 -> no effect , X -> full effect, or even one can use a ramp to have non-linear control) -- see attached image. My question: the max value of a parameter, e.g. temperature, cannot be known in advance, so does that mean : one needs to sim twice, first to get the max value , second use that max value in the control field? Is that normal? Is there any work around? In the attached image: Dissipation is controlled by Temperature, but it's impossible to know the max value of Temperature before simming first -by default Houdini sets it to 2, but in many sims, this is not the case, in one sim max temperature could be 140.... (so, does it mean, one also needs to sim twice?) Tx
  9. Thanks Tesan What is the difference between using vex blackbody function and your code above (e.g. would not blackbody vex function be enough?) Also: Is there any use for "heat" field coming from pyro? Tx again for your help
  10. hi, i am using pyro H17.5 to sim explosion, and guerilla render engine for rendering. my question: the render engine uses blackbody model for volumetrics, however, pyro heat and temperature fields look similiar and could be used for blackbody emission, so any idea if there is a preferred one? I still need to test, but wanted to get some initial thoughts Thx
  11. fire + smoke on a building?

    hi, If I want to simulate a fire on a building, is it better to: (a) sim fire first (ie. smokeless flames), then add another layer of smoke OR, (b) sim fire that emits smoke? what's the best practice here? Thx
  12. why SDK C++ in the first place?

    PERFECT thaaanks alot Alex, at least I can confirm now I am not missing something here
  13. Hi, I am creating an HDA, it should load an asset, then (a) delete some parts of it, (b) paint on its mesh (plz , see attached image) I don't want user to dive inside the HDA to select the "delete" node, or select the "paint" tool. I want them from the top HDA level, click a button which allows them to activate the "delete" GUI, or select another button to activate the "paint" GUI. Is this possible? Tx how_to_activate_inner_nodes.hip
  14. hi, I am loading an alembic file (317 MB) and when I run nvidia-smi, I see memory is almost full (see attached)! I don't know much about Alembic files (neither OpenGL), but how come a small file (e.g. 317 MB) fills an entire 8GB RAM? I turned on ALL optimization in Houdini Viewport, yet the viewport still super slow. The most important question: Is there anyway I can optimize that file for viewing (I still need to use it somehow, so I still need to see it). Tx
  15. hey guys, this is a silly question for some of you I know I am a C++ programmer in the first place and I use Houdini as an Artist, however, it's been like 6 years now and I can do almost every thing in either vex and python (my job is to create FX using existing solvers). Can you give me some use-cases where someone needs to write C++ code? The only use-case in mind is integrating with third party applications (e.g. data translators), are there any other use-cases? Thx
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