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Everything posted by ejr32123

  1. Hey, This is how I control the focus distance in Maya. I use a measure distance node, then use that distance to drive the focal distance so where ever I move the null, the scene is in focus. Can I do this in Houdini? Is there a measure distance node that can get the distance between two null objects? One null would be at camera's position and the other null where I want to focus. Thanks
  2. Hello, I cant figure out how to render this shot without lots of noise. I am getting ridiculously harsh noise from my hdri reflection off my objects. I turned on image planes to confirm the noise is happening in direct reflect. things I tried: 1. reflection quality-little to no difference 2. sampling quality on light-little to no difference 3. pixel samples- I cranked it all the way up to 10 and it looked better, but was still noisy and took way too long to render 4. noise level-little to no difference So what else can I try? The only thing I found that was viable was turning on sample lock so I dont need super high pixel samples, maybe I can add the noise back in post? Thanks in advance.
  3. direction reflection noise

    For sure, I was able to get away with turning on the sample lock for my render.
  4. hello, I am trying to use the subtract collision volumes on the particle fluid surface node to make my water inside a sphere fit inside. So I converted a sphere to a sdf and used that as the collision. As you can see in the second photo, it deleted the inside, but I want everything on the outside deleted. So I attached a volume wrangle inverting the sdf, but that still didnt work. I am confused why inverting the sdf would not work. thanks in advance
  5. direction reflection noise

    Thanks, for some reason searching these forums can be difficult : )
  6. Swirl Pyro Equivalent

    Hey, I have been struggling to get a nice swirling motion in slower moving pyro smoke simulations. In Maya fluids I had an option called swirl witch worked beautifully. I found an old post addressing this issue, but it seems to have died before arriving at a good solution: http://forums.odforce.net/topic/23132-smoke-swirl-vorticity-with-smoke-solver/ Here is a simulation I did in Maya using the swirl attribute. https://youtu.be/Ifd6FJ2oHIc In houdini I have been using disturbance but I don't seem to get the results I want. Disturbance doesn't really seem to add swirl but more turbulent detail. For example, look at this sim I found on vimeo. You can see the disturbance start overpower the simulation towards the end, it doesn't really add a swirling motion. https://vimeo.com/220668349 What is a good Idea to get nice swirls? Thanks
  7. turn off screen window

    thats where I read, but I didnt seen any where to turn it off :(. Sometimes when I am inside like a building model, I have to change the focal length to navigate easier, but then this annoying screen comes up when you change the focal length with ctrl + right clk edit, I am trying to change the FOV but I dont want the screen window darkening everything
  8. Older versions of hou did not do this, but when you change the fov by hitting ctrl + right click, it brings up this annoying screen window. How do you turn it off? Thanks
  9. turn off screen window

    no one knows how to do this : ( seems like it would be a simple fix
  10. getting started in unreal

    Hello I am starting to get into unreal engine. As a vfx artist, I am just looking at getting HDA's/terrains/effects in unreal engine. For such basic usage of unreal engine, would blue print projects offer enough functionality? Thanks
  11. Rotating uv tile

    In case anyone else needs to do this, I made a free hda to do this. you can add noise, rotate, scale and transform randomly!! and it is done all in /mat. Make sure to lay out uv's before using. The hda is included here or you can get it from the link in the video on youtube. example.hiplc uv_randomize_b.hdalc
  12. New Sparse Pyro Retime?

    Is that a render or viewport? I am doing a sim now, it flickers int he viewport with the volume visualization node, but the render is fine.
  13. Rotating uv tile

    I figured out how to rotate them in sops, but I can't figure out how to do in in a material. The earlier example material was nice, but I don't want to create additional rows, I just want to rotate based on the center of the existing uvs.
  14. Help with a basic pyro effect

    Hello, I made this tutorial a while back, this might help you.
  15. Delete unused groups

    Hey! you'll be happy to know its really easy. Just drop a group delete. then choose delete unused groups and bingo, thats it.
  16. Here is an example using curveu point attribute as a mask to limit noise. vdb_mask.hiplc
  17. @karen its white because you are viewing the wrong pass. IF you look at my photo you have to view the right image plane. Open it in mplay and select diffcolor. you might need to save it as something other then jpeg for multiple channels. Just try by hitting render to mplay and to test it.
  18. vellum orientation constrain freaking out

    thanks, I was able to get it working. MY setup was very specific, I had to attach branches to an already animated "core"
  19. I have a vertical wire that is moving back and forth. I attached some "branches" to the vertical wire. For some reason the orientation bends the direction the vertical wire is bending. How do I fix this? test.hiplc
  20. vellum orientation constrain freaking out

    hmm, I think I figured out the problem. Its because the orientation is being calculated every frame and I need to fix the source before it goes into vellum
  21. I would uninstall it again then go to your documents and delete the houdini 18 folder it creates, then reinstall it.
  22. I did something like this before. You can also do this using texture baking. save_pnoise.hiplc
  23. Underwater Bubbles

    it makes the water swirl more like if you use that on smoke.
  24. Underwater Bubbles

    Hello friend! I have a hip file available [for free of course] here: hopefully this can help you get started
  25. volume position

    thanks everyone who helped, I was able to get something working.