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About Mirrage

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  1. Houdini particle size in Maya

    What about adding correct attribute on the partifles in Houdini and then export to ASS? https://support.solidangle.com/display/AFHUG/Particles
  2. Houdini dont display Arnold

    Any chance for help? I still have problem with rendering arnold demo in my Houdini..
  3. I have downloaded from solidangle demo of Arnold for my Houdini 15.5.717 and did everything like on the website and I dont have arnold options, nodes in my Houdini... Someone had something similar? I have correct paths in my enviroment like: PATH = "C:/UsersXXX/htoa/htoa-2.0.0_r240c4dd_houdini-15.5.717/htoa-2.0.0_r240c4dd_houdini-15.5.717/scripts/bin;$PATH" HOUDINI_PATH = "C:\Users\XXX\htoa\htoa-2.0.0_r240c4dd_houdini-15.5.717\htoa-2.0.0_r240c4dd_houdini-15.5.717;&"
  4. River noise

    Hey, Im trying to figure out how to create flip to have front of the simulation all the time splashy. I'm starting simulating from point A to point B and front of the simulation is pretty soft.. Ofcourse I can add some extra force at the begining where the emiter is but it will generate noise only near emitter but I would like to have noisy front of the simulation like on this simply attachment. Blue part repsresent this noise front of the simulation where I would like to have it all the time. I can try to create some volume with noise and animate it simillat to the river flow but I donkt think that this is the best idea for this. Any useful tips for this ?
  5. I'm trying for 2 days figure out how can create noise that allow me to create smooth noise which wont left any alone pieces in the air like this in attachment. Under you can see screen from houdini where I drawed this what I mean. Using standard noise and delete this deometry is create some floating pieces like this inside red lines. How can I create much smoother transition for noise without this alone parts? This is kind of burning effect and I saw it on sidefx forum but this is to liner for me. I would like do disintegrate pieces from inside but without this floating pieces in the air. Hope someone will understand what I'mtalking about and can give me useful tipe Image: http://imgur.com/a/Tsz5F ps. have problems with adding attachments here so I dont know why but there is error when uploadin images or hip..
  6. Ground destruction

    hey, I'm working on a little effect like the impact of magic hammer on the ground which is doing deformation. In attachment there is an mp4 file from diffrent cameras to show what I have at this moment. There is no DOP / RBD simulation right now inside so I deform all this stuff using wrangler and pointdeform for transfering deformation on my geometry from voronoi. There is also hip file in this zip file uploaded so you can see exactly what is going on. I'm stuck at this moment because when I'm trying bullet simullation it looks bad and lot of pieces falling down event if I have ground plane in my dop which is close to the bottom of the ground geometry. Maybe someone of you did something similar effect and can give me some tips how can I improve it? Its pretty hard to find any references for this impact. Hope you can help me guys or show the best way for it. Dust and debris should be the easiest thing so the main problem is in ground deformation and interact with my hammer. ps. have problems with adding files here so in below is the link with zip which including mp4,hip,cache and it cost only 14/15mb so dont worry Attachment: https://we.tl/0qtqQavieE
  7. Small detail in fog simulation

    wow, thank you guys for this useful informations! Everything is super cool but if I think correct, this techniques are done during the rendering so in my case I need to export this to VDB and render in Maya arnold so I think my detail have to be in volume.
  8. Small detail in fog simulation

    Here is how it looks like in viewport. My volume have: 280,908,108 voxel count and in pyro it have division size like 0.0025 and still cant get detail in this simulation. Any chance to get help form you guys?
  9. Small detail in fog simulation

    saw this tutorial and it is cool in my opinion for one individual element like in this cas cigarette smoke but for kind of fog/dust on the ground unfortunately nope so I think i need the other way but maybe I'am wrong
  10. Small detail in fog simulation

    I'm trying to achieve kind of small layer of fog on the ground which will interract with moving object but the main problem for me is to achieve small curl detail with this smoke. Changing voxel size in pyro can't give me this and turbulence or sharpen force. Someone have solution how can i achieve much move detail like this on reference: Shutterstock I have no idea how should I create it. In attachment there is simply scene file. ps. can't upload file here on website so here is link with file: WeTransfer
  11. Magic explosion

    Ok so for example lets take one of three parts of this effect: Pimterest Here is one part reference of this effect from the first post so the problem is how can I emit this kind of shape for example from weapon? I know how to add particles and other stuff but the main proboblem for me is this kind of shape which is effect of moving/shoting weapon.
  12. Magic explosion

    Im thinking for few days how can I start with this kind of effect: Pinterest I was trying with animating noise on the shape and emit particles from it to get something similar but it looks so bad. There is no topics about this kind of effects so maybe someone here can give me so tips or did something similar? It shouldn't be longer than 1 second.
  13. Dust effect on the sword surface

    Hey, did someone of you guys here create kind of dust effect on the sword surface like this one on this movie: https://www.youtube.com/watch?v=xxDtKNN0Wtc Start watching at 0:24 so you will see what I'm talking about. I'm tring with simply particles emitt form few points on the surface but still it look like something organic not like a smoke. I'am a litle new in houdini to sorry for this kind of questions but trying to create it for two days. Hope you can help me a little and give some useful tips which show me best way for this effect.
  14. I'm trying to figure out how to get extra detail for close up shots with ground cracking. Currently I have base of my crack simulation base on curv and I would like to achieve extra detail like on photos and movies below.. https://vimeo.com/160013117 https://youtu.be/HJrKLmzX-0s I know that I can add in houdini edge displacement but can I make something more which will push up this detail?
  15. What is the best way to create and controll animation of fracturing on object? I would like to destroy for example house from left to right or any other object. I should play with gradient in VoP or there is better option for this kind of job?