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Name
Brickouz Brickouze
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Marseille
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I heard of this experts tips, I feel like a pro using the pop source for flip now I found that vdb from particle fluid works very well to create a collision, it only takes one node and it seems to be accepted by the volume source collider in the dops so far.. thanks for all these answers !!
- 8 replies
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- flip source
- points
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I never heard about this but it sounds very cool haha I'm gonna try this
- 8 replies
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- flip source
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Hi everyone I was playing with the flip source node and I am wonderig : is there a way to create a flip source from points, instead of from geometry ? For exemple now I want to create a flip collider from a point simulation, if I want to use the cool flip source node I have to create a vdb from particles + convert vdb to mesh + flip source, I guess there would be a more efficient way ? Have a good day, thank you for your time
- 8 replies
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- flip source
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Hi! Would the ocean be moving like water or is it static until the dolphin collides with it?
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Hello everyone! I have a problem with my alpha, when I render my clouds separately (what i don't render is in matte shading) I end up with weird alphas in compositing. Do some of you have the same problem, or is there something obvious I'm missing? Thank you!
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It's OK, I found out! You just have to put another solid inside a scatter node, so this solid will define how your initial object will fracture. Since I opened this thread, I have two more questions about the same topic. First, like on the video I uploaded, the collision object can flicker then the fracture gets weird. Is there a solution to this? Second, I did not manage to use the RBD glue object right. The voronoi objects just breaks itself, whatever I do. Can I do something about this? Thank you again! colli bug.mov
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Hello! I would like to know how you could control how your voronoi or fem will break. I used to watch videos by Sangiemenla, he explained how to use the "add" node to control where your solid would be fractured. But now I can't find his channel any more and I can't remember! I would also like to know if there is a similar way for FEM network, to set where the solid object will break. Thank you! Antonin
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Thank you a lot!
- 4 replies
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- clusters
- houdini 16
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Thank you! I think i just don't manage to use this node correctly, would you have a scene where you use vdbcombine to share please?
- 4 replies
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- clusters
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Hello! When I make a smoke trail, it makes several containers for the same smoke. This is something I love when I make the simulation. But when I export it to VDB and try to render it, it only renders a black cube. I discovered that it was because the simulation had several containers because when I filter it with a Blast and choose only one containers, I avoid this problem. Would there be a way to merge all containers into one? Thank you!
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- clusters
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Thank you, but this doesn't work, I think I haven't been able to give a good description of my problem. When I light the fire, the match is moving fast, and so is the fire source. I think the problem is that when it is moving too fast the fire is not burning well. Is there an option who help the fire to avoid cooling down?
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Hello! I'm animating a burning match, and here is my problem : The ignition starts too slowly, even if I set up a fast fire. Is there a way too fix this? This is the kind of ignition I would like to make : Thank you!