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ejr32123

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ejr32123 last won the day on May 10

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About ejr32123

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    evanjrobinson.com

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  • Name
    Evan
  • Location
    Montreal
  • Interests
    Effects animation.

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  1. Mass makes things interesting

    something like this? mass.hip
  2. hey! I had the same problem with windows. After I installed a font, it would show every where else, but not houdini. I never found out why, but you know the font sop lets you put in the path directly to the font. It's actually not that bad an idea. I store the otf in my hip directory. That way if I load the hip from another PC the font will always load.
  3. why? Also, why not just add it in post? I wonder if the cop not rendering is a bug
  4. I am not sure why it doesnt work when you load from cop. It does work when you load from a file. You could just save out the cop to file then load it as back ground image.
  5. heightfield HDA wrong size [solved]

    I found the problem!!!!! https://www.sidefx.com/docs/unreal/_landscapes.html unreal needs specific sizes. I had the size at 500 x 500, but it needed to be 505 x 505
  6. about $OS

    I think $OS means operator string, not object. It gets the name of current node. if you want to get the name of another node you can use opname()
  7. hmm works fine for me. Have tried making sure display background is turned on/does it work with a normal file?
  8. heightfield HDA wrong size [solved]

    Hey, I made a simple terrain in houdini. If I make a HDA of the height field, then import it into unreal as HDA vs converting heightfield to fbx then importing in unreal, why do I get two different sizes? The HDA is too big even though the scale is at 1. The yellow mesh is the terrain imported as geometry while the gray mesh is the HDA heightfield. Thanks!
  9. Stop fast moving smoke from passing thru geometry

    also try changing the multgrid iterations. I always try that. It looks so much better on 5 then 1. Check out this photo...
  10. Stop fast moving smoke from passing thru geometry

    @art3mis anyway you can post the hip? or at least a version of it?
  11. Fluid Source - strobing or stairstepping

    I wind up doing a bit of both, but having a good source is important. I like using the trail sop to duplicate my geometry multiple times before sourcing.
  12. fire from small source

    all good ideas, thanks
  13. fire from small source

    thanks so much for your input
  14. fire from small source

    Hello!! I have a simple fire simulation using the smoke solver that is using a bush as a source. Do you guys have any recommendations for sourcing on small objects? The bush is incredibly thin in some areas, so it seems the only solution is to crank up the resolution in volume rasterize attributes and the smoke object. Of course it becomes realllllllly slow. Any other ideas that might help speed things up? Thanks
  15. How do you advect velocity field by ifself?

    I see what your problem is. My recommendation is to first get the shape you want with particles then use that as the source for your density/velocity. Using copy of the velocity limits the use of the other microsolvers and you probably wont get very natural motion. I had a similar problem with gas curve force. I saw a video of someone using chaos groups's phoenix fd emitting fire around a curve and wanted to do the same in hou. After messing around I came to the conclusion that if you want to make pyro/smoke solver move in a specific motion use particles as the source.
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