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sdlovecraft

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About sdlovecraft

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    Sam Hains
  1. creating a surface volume slice from path

    I managed to figure this out myself - partially. I used an attribute transfer on the path to create the top surface geometry. To my suprise, if you just pass in the top surface scatter into your voronoi (and nothing else) - it will do some magic to create fractures all the way through to the bottom of your volume. This eliminated the need for me to figure out a way to get the 'bottom surface' or 'side surface' geometry that i was after. Sam
  2. Hey Forum! I have a path that runs from one point to another point in a surface volume. This is a volume that I have converted into polygons. Pictured here as the black line: How might I create a geometry that takes the top surface above the line, the bottom surface below the line, and generate some 'side wall' geometry? In other words, I'd like to create a volume 'slice' with some width that is driven by a path. For context, I am planning on using this geometry to scatter onto and merge with some other points to generate a nicely concentrated voronoi fracture. I have uploaded a minimal .hip file. Thanks Sam path_drive_volume_slice.hip
  3. Importing color maps and erosion maps into unreal

    It turns out that these maps are imported by the engine in 'Landscape layers'. I didn't realize, but you need to move into 'Paint' mode in Unreal Landscape options to see these.
  4. Hey Forum! Basic question here: When using Houdini Engine with UE4 - Do we need to manually bake out color maps and other uv maps such as those generated from the erosion tools in houdini (flow, debris etc.) ? I have no problem importing the .otl into unreal via Houdini Engine - but it is not clear how Unreal/Houdini share all the data that exists on my points in houdini… Thanks, Sam
  5. terrain height mask to point group?

    Ah, I figured this out myself. Heightfield Scatter is what I was after. Thanks!
  6. Hey forum! So i'm loving the houdini terrain/height masking tools (Rohans tutorials are so good!). I'd like to take a mask that I'm creating via the 'Height mask by feature SOP', and make it a standard geometry group so that I can scatter onto it. This is what my mask looks like: How would you go about turn this into a point or primitive group? If that is not possible - does anyone have any ideas about how I could scatter along this surface? Thanks a lot Sam
  7. Missing primitives from find shortest path?

    you people are amazing! thanks so much for helping! I used the first solution to fix my problem . I am going to go through these other responses and answers after work today to learn
  8. Missing primitives from find shortest path?

    Ah, thanks. Here is a super minimal .hip detailing the issue that i am having . missing_prims_pathfinder.hip
  9. Has anyone ever had a problem with primitives missing from using the findshortestpath node? This is the strange behavior I am observing. In the viewport the geometry seems to be present but this lack of primitives I have reason to believe is causing problems for the distribution of my scatter node that I am running on this afterwards.... Anyone have any ideas why this might be happening? Or ways to repair this? This is what happens when I try and scatter onto this geometry (Default settings, relax iterations on 10). This is being created from some very normal looking, repaired and remeshed geometry to me: I would link a Houdini file, but I'm not sure how to embed my geometry into the file... Thanks Sam
  10. Winding issues when creating boolean slicer?

    Ah great, problem fixed. Thanks a lot
  11. Hey forum! I'm attempting to create a boolean/slicer function, where I can slice up the geometry of an object (https://www.sidefx.com/tutorials/building-the-slicer-setup-in-houdini/ this sort of thing). However it seems that I'm having an issue with the way that the primitives are being 'winded' by the boolean operator. When I try and polyextrude the slices created by the 'boolean' they go up and down randomly rather than just 'up'. It seems that no vertex/point/primitive attribute is affecting the polyextrudes understanding of 'UP' - i've read its calculated from some kind of ordering of vertex? Anyone have any ideas about how to fix this? I have attached a very minimal houdini file and an image of the problem. Thanks! <3 Sam winding_polyextrude.hip
  12. Lo-Fi Liquid FX with Houdini

    So i've made some progress on this - I apologize for making a thread so hastily: I can speed up the render by: Increasing voxel scale on Particle fluid surface Increasing Voxel size on collision source Disable Refract and Reflect on basicliquid material I'm still not getting the results I want yet but I've also found some resources which will help me understand FLIP's a bit better I hope. Such as this, which seems to be talking about optimizing liquid renders:
  13. Lo-Fi Liquid FX with Houdini

    Hey OD Force forum! I'm trying to create some fast, lo-fi liquid simulation effects which I can apply non-water looking materials to. Most of the tutorials online focus more on very realistic, modern looking simulations. What I'm after is the opposite of photo realism, something more like the liquid FX seen in this beautiful video here at 00:30 and 2:30. So my questions are: Is FLIP the right way to get lo-fi, liquid sim renders? Or would I be better off using a different technique, or perhaps another environment all together? My current approach feels very heavy and slow. (static object inside a flip tank) If it is the right way, what are some ways to speed up the rendering and get more of a lo-fi aesthetic happening? The only optimization I have figured out for this purpose is the 'Particle Separation' in the Fluid Compress node. Thanks! <3
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