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Everything posted by nicoladanese

  1. hey I'm rendering some fluid with mantra, and I noticed that if I turn on motion blur the fluid gets darker, I thought it was an issue with low samples and noise, but even if I crack up the samples the fluid is still very dark compared to the image without motion blur
  2. fluid with motion blug gets darker

    okay looks like the only thing I had to do was switching from phisically based rendering engine to micropolygon phisically based rendering now with and without motion blur the amount of light is the same, problem is, my render keeps crashing...
  3. fluid with motion blug gets darker

    hey! thanks for your suggestions...I'll do some test and get back with some results
  4. Hey all! I have a bunch of points travelling around, and I would like to create a new set of points, where each of them is orbiting around the given point, in the direction of the main point, I guess the image attached explains it a little better than words...just trying to do it with vex code cheers
  5. point orbiting around another point

    hey! I'm playing with your scene and I'm having nice spheres rotating around those points, but the rotation axis doesn't look right... ap_orbit_around_point_on_path_02.hiplc
  6. point orbiting around another point

    hey atom, thanks, I'm looking into your hip file, problem is my main points are wandering around, not on a straight path (sorry my draw was a little too simple!), they are particles moved by a pop force
  7. particles creating objects

    hey Atom, well yes it could be like you said. to do the butterfly shot my approach would be to create a proxy geo of the wing, project the footage on it, get the color info and proceed with the sim. then get a clean plate of the background and reveal the "real wing" as the particles are coming close to it. I can do it with an actual emission from the wing and then play the sim in reverse, or try do actually attract the particles to the wing in order to build it...of course even in this process at the end of the day you just create a map to reveal the shooted wing...which is one of my doubt...I guess the approach is the same as creating a wet map...get particles closer to the surface, when they hit it get a white pixel to drive the alpha of the wing that will appear
  8. particles creating objects

    hey all! I'm starting to think on how to replicate an effect like this one attached. I'm starting to think about particles attracted by an object, and when particles are close enough or hit the object they inject opacity into the mesh and reveal the object itself. In houdini I'm starting with a simple POP attractor, but I'm having some back and forth elastic effect with particles (I supposed that is due to the pop force node that is keeping particles moving...). So what I'm trying to do is something that is snapping particles to their goal once they are close enough, and also how can I tell to the particles to get the color of their goal from the beginning, and how to kill them when they are close to the goal, and also how can I transfer the hit information to the mesh so I can make it appear...so many questions! thanks to anyone who can drop an idea! attractor_v001.hiplc SAMSUNG Pixel_1.mp4 SAMSUNG Pixel_2.mp4
  9. particles creating objects

    hey doing the opposite and then play it backward was my first idea (and probably my maya approach)...I was hoping in something a little more interesting in terms of setup. Anyway if I do the classic "disintegration effect" still some of my questions are there...the main one is how can I emit and remove the mesh area that has already emitted some particles...but I think there are plenty of tutorials about it!
  10. rbd sim lost uvs

    aaand it did the trick! thanks!
  11. pop speed limit keep affecting the sim

    update: looks like keeping activation 1 and keyframing the value does the trick...I guess keeping activation is needed to evaluate the value you want, so has to be 1 otherwise the solver doesn't get the change...
  12. pop speed limit keep affecting the sim

    Hey I'm applying a pop speed limit to some rigid bodies to clamp the explosion force to some min/max at the explosion time everything looks okay, but I can't turn off the min speed limit, looks like once a piece is clamped by that limit it will be clamped forever, even if I turn off the node or switch to a null...almost like that rbd is marked as "never go below that limit", so I end up having pieces travelling for no reason... am I correct? is there any workaround? cheers!
  13. Hey all! I'm shattering an object with voronoi and obviously the result is a bunch of pieces with straight segments, but what I want is pieces with curve profiles, like the image attached. does anybody have any idea on how to achieve that kind of look? cheers!
  14. voronoi fracture, how to avoid straight segments

    hmmm...nice idea, maybe I can create some macro pieces by hand and let the voronoi shatter do the rest
  15. randomize mass on RBDs

    great! thanks!
  16. randomize mass on RBDs

    hey! I have a fractured object I'm trying to blow up, one thing I noticed is all pieces have a mass of 1, how can I calculate a proper mass based on the size of the bounding box or at least randomize it? cheers!
  17. missing reflections from fire

    both solutions worked perfectly! thanks guys P.S. Colton your solution worked well but in my sim I was having a bit of density in render as well...
  18. Hey I'm having some troubles getting reflections of a pyro sim into a ground plane. everything was just fine, then I changed the sim starting from the shelf tool "candle", and for some reasons now I'm not getting any reflection whatsoever, I'm attaching my hip file, if you play through the fast sim and render a frame you will notice the ground is not reflecting the bright fire, and I'm not getting the reason... cheers! debug_refl_v001.hiplc
  19. missing reflections from fire

    awww you're right, if I display density there's nothing...do you have any idea how I can workaround it? I don't want to change the look of the flames though
  20. missing reflections from fire

    look like an issue from the candle setup...even in a fresh scene I'm not getting reflections
  21. emit particles from pyro sim

    hey! thanks a lot! didn't have a chance to look into it but I will asap! thanks!
  22. emit particles from pyro sim

    hey! I'd like to emit particles from a pyro sim, sort of a embers effect, so basically emit from areas where temperature is higher than a specific treshold. I'm using a volume VOP to bind the temperature, then a compare and a switch to use 0 where temperature is lower than and 1 where temperature is higher than the treshold. Now I don't really know hot to use this information to emit particles...I tried to map that on the density and maybe convert to a surface but no luck so far...
  23. emit particles from pyro sim

    it does make sense! just looks a little too complicated...how would you approach? I mean I'm looking right now into emitting embers from the same source as the fire, then drive the particles with the velocity field from the pyro sim, you are talking about transferring opacity and incandescence from pyro to the particles based on proximity?
  24. emit particles from pyro sim

    thanks! I'm having hard times to get the source of particles right, look like is emitting from anywhere in the scene... test_embers_v001.hiplc
  25. fire propagation

    great resources there! cheers!