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ejr32123 last won the day on May 10 2019

ejr32123 had the most liked content!

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About ejr32123

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    Houdini Master
  • Birthday October 13

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    Effects animation.

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  1. guess he better get started now then : ) Haha, I didn't see the text at the bottom of the image.
  2. right click the last node ----------->save------>texture uv to image.
  3. Minimum size for pyro source

    usually I turn off limit resolution in display options under 3d textures. after that try increasing coverage scale or density to a higher value. Also change pscale to a larger value. Eventually you will be able to see something.
  4. What's right attribute for velocity, v or vel?

    it depends, typically geometry (particles, RBD) uses 'v' while pyro simulations use 'vel'. You can still use v in pyro simulations, in the sop to dop bindings tab you set v to go to vel field.
  5. new pyro solver

    hello, Has anyone here had a chance to use the new pyro solver/the new combustion model with flame/burn? seems really difficult to actually get microsolvers (turbulence, disturb, shred) to actually affect the flame field in a way that looks decent. I noticed that I was cranking values really high just do anything at all to the flame field. It almost seems like its not working properly. As soon as I try same micro solvers on just density (smoke sim), it works fine. It just seems like the flame field doesn't work properly. Thanks
  6. camera track to object track

    Hey, I don't know if it is possible to do that 100% perfect. Here is a scene that works pretty well. The first and last frame are exactly the same, but its a bit off in the middle. This is the closest I could find. extract.hip
  7. Collision VDB caching when simulating with substeps

    Yea, (if its moving) that's why it has $FF as the default. You can test it yourself. If you only cache $F and you go to the global animation options and uncheck integer frame values and a value like 0.1 and scrub through the time line in the dopnet on the non-integer frames the collision object will not move on those frames because there are no substeps when loading the cache (turn off display geometry and view the collision guide).
  8. Mass makes things interesting

    something like this? mass.hip
  9. 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.
  10. why? Also, why not just add it in post? I wonder if the cop not rendering is a bug
  11. 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.
  12. 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
  13. 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()
  14. hmm works fine for me. Have tried making sure display background is turned on/does it work with a normal file?
  15. 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!