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Everything posted by nicoladanese

  1. hey! I have thousands of primitives and I need to filter them and delete the ones that has a bounding box volume bigger than a certain value, I tried the measure sop but no luck, at the moment what I'm doing is a very tedious procedure of playblasting one for each frame based on their name and review the playblast to spot the bigger ones, but I know there must be something smarter...
  2. filter pointDeform with attribute

    found this which explains exactly what I was looking for at minute 06:00
  3. Hey! does anybody know if there's a way to pointDeform geos filtering by an attribute? I have hundreds of wheat ears deformed by wires, each wire shares an attribute with the corresponding wheat plant, so I'd like to say something like "each point should deform only the points that has the same value for a plantId" I really hope that makes sense!
  4. remesh fluid sim

    thanks Evan, I had a look at your file very interesting, on my side I was looking for something more like this images attached
  5. remesh fluid sim

    hey! I'm looking into remeshing a flip mesh to constraint it to a particular topology, so basically I want to project a given grid vertically into a flip mesh surface. I think I can do it via the ray sop but I can't seems to find the right way
  6. hey all, I'm trying to cache out some geos using alembic rop output driver to let them go to maya, it works but I'm having issues customizing the name of geos to get them right in maya for instance, in a situation like the image attached, I'd like to have an alembic that contains 3 mesh, each of them with the name "box" "sphere" and "torus" , instead I have a single mesh with the name of the geometry node cheers!
  7. post process volumes

    thanks! really helpful!
  8. post process volumes

    Hey I'm looking into some volume post processing, I need to be very art directable on a volume after the sim so basically what I need to do is define areas where I need to increase density for instance, or decrease it. which is the best way?
  9. post process volumes

    hey! I meant a static area! how can I tell inside the volume vop to reduce the density inside a bounding box with some sort of smoothness?
  10. ocean + ripple solver setup

    just to update who's interested in the topic, after a few test I think the best is to simulate the wake with the ripple solver, and then apply the ocean displacement to that mesh, main reason is the fact that the ripple solver is simulated over time, so I think is better to get that sorted, and after apply the ocean displacement, which is easier to control. I'm happy to share an example scene if someone needs it
  11. ocean + ripple solver setup

    interesting enough I was looking into the same page, on another topic, I found a way to add deformations on a plane http://www.tokeru.com/cgwiki/index.php?title=Houdini#Point_and_attribute_transfer_with_lag_via_solver_sop and then feed it to the ripple solver thanks to an entagma tutorial, I'm hoping I can now combine the ocean and the ripple together, I guess the best would be to feed the grid with the ripples into the ocean deformer, rather than doing vice-versa, or maybe I can cached them separately and add the difference later on a per-point analysis
  12. cloud with interaction

    I think I made a good test worth sharing, it was quite simple to be honest to put together, if I understood well from H17 velocity is an attribute and not a volume anymore so this method is already deprecated, but still useful if you still work with 16.5 test_custom_vel_v001.hip
  13. cloud with interaction

    hey Atom! thanks for the link, unfortunately I'm still on H16.5, I think I've seen something maybe from jeff wagner about it!
  14. Hey I'm wondering if there's a way of preventing houdini to go back to frame 1 when I interrupt a flipbook, I quite often launch flipbook to check sims and then stop to look at the sim from different perspective. I know I can write the cache but if there's a setting to avoid that it would be great I think... cheers
  15. cloud with interaction

    while working on it, I recall a tutorial or someone saying that it could be better to replace collision with some velocity injected into the volume from the moving object...I supposed is going to be faster and more art directable than the collisions, does anyone have any thought?
  16. waterfall

    Hey all! I need to start an fx of a waterfall that looks like the image attached. I'd like to get ideas on how to approach it, I think there is no need of meshes but just lots of points...
  17. cloud with interaction

    here it is as you can see the cloud has both turbulence and dissipation mapped to speed value, so the main cloud shape keeps the volume, while the moving parts get turbulent and fade away. hope it helps! test_cloud_interacting_v002.hip
  18. cloud with interaction

    hey! sure let me just grab the scene and clean it a bit and I'll upload it
  19. apply gas turbulence based on velocity

    thanks a lot Marco!
  20. apply gas turbulence based on velocity

    hey! I'm trying to apply gas turbulence based on the velocity of my volume, what I want is turbulence only where the volume has some velocity, but I can't make it work although it seems pretty straightforward (see image attached)
  21. apply gas turbulence based on velocity

    hey Evan works perfectly! thanks!
  22. cloud with interaction

    hey thanks for your reply! I think is working quite good, I think is a good idea to set the activation only at first frame toavoid a constant emission
  23. sim bounding box of pyro trails

    hey I'm trying to set up a missile trail, and started from the shelf tool I encountered an issue due to a strong wind I'm applying. basically the sim is going out of the bbox of each segment of the trail. Is there any way of letting the sim going out of the original bbox size? cheers!
  24. Hey! I'm looking into rendering some clouds with arnold, but as far as I understood I can only render cached vdb files, problem is this workflow looks very slow as I have to go back and forth between volume shaping and rendering, and if I have to write out vdbs each time I change something I'm not sure this will be ideal for me! cheers!