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Andrea last won the day on March 5 2020

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About Andrea

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  • Birthday 12/31/1993

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  • Name
    Andrea Sbabo
  • Location
    Lost in the mountains

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  1. lava flow question

    It's not much different from using single rest fields, just in addition of that you have to consider the interpolation between the two rest fields and their resets. To interpolate two details attribute are created by the solver. They are called rest_ratio and rest2_ratio, which are basically values that describe how much the noise advected by rest1 and the noise advected by rest2 should be visible at a certain frame. About that, I think it's better you use higher values on "Frames between resets" on the Rest tab of the flip solver. Since usually it has to move slowly, you don't want to see any fast changing noise on the shader.
  2. White water issue with Z Depth

    Not sure if you are a beginner or not, but also did you check the values? The zdepth is on units so can also be values above 1, so everything is white but the correct zdepth is stored. If we can see the result, we can help more easily
  3. White water issue with Z Depth

    Do you have issues with the edges or you don't see it at all? If the first one, check "Sample filter" and "Pixel filter" options in your image planes
  4. Houdini Lover seeking for job in Texas

    Nice reel! A lot of good-looking shots
  5. Bake Ocean Foam to Texture

    This is the replicated of the ocean shader and it works in the same way. Consider the particles as a mask on the foam shader build with noises. So if the particles coming out from "ocean foam" SOP are moving, also is this mask. The distortion/movement in the noise itself is given by distance from the rest position attribute on the particles. The more they move from their initial position and the more the noise will evolve. In the hip they should be moving ( even if not a lot). You can make them move more on the surface by increasing "drift rate". I guess If you want the foam shader to evolve even more and not just moving following the drift of the particles, you have to animate the offset on the noise itself inside COPs.
  6. Bake Ocean Foam to Texture

    Hi Steve, I did not do any other versions, it was just for show how to do something similar to Maya. You can render it by entering the cop2net node, inside there is a rop_comp which can be used to bake the texture. This texture is UV mapped to the grid, so you can use it as a mask or similar, if that's what you mean
  7. Flesh damage

    Maybe this can be helpful and give you some nice ideas on how to approach it (there also some hips): https://www.realtimeuk.com/blog/how-to-exploding-zombies-and-flame-throwers/
  8. Ivy Solver

    Ah wow so many interesting things, thank you so much
  9. Ivy Solver

    Sure. I don't have here the latest version but here is the "few version ago" hip. This doesn't work with multiple points as source, needs some adjustments for it vine_gen_test_06.hip
  10. Ivy Solver

    Hello, I've started to create a small ivy solver for easily populate scenes. It revealed to be very relaxing to work on with some chill music in the background At the moment it's in a very early stage: it follows surfaces, looks for up direction and optimal path to grow up/receive more light and also prunes branches that aren't valid anymore. My intention right now is to clean the code, improve the branch generation (when it happens, right now is basically once every n frames), clean the code and add couple more option for artistic purposes like object avoidance. Let's see where it goes
  11. crowds of two armies

    You have to look into "crowd transitions". It's basically blending between two animations/behaviours based on some conditions ( for example how close they are to the enemy team). There are several example files in the shelf tool with them and also few tutorials from Autodesk or other users. There is a serie of tutorials from Mikael Pettersen definitely worth to check, it's packed with a lot of useful informations for crowds. https://www.cgcircuit.com/course/crowds-for-feature-film-in-houdini
  12. Bake Ocean Foam to Texture

    Definitely using it just as a layer and not as unique foam layer will help a lot with the final look. Good luck with your project!
  13. Bake Ocean Foam to Texture

    It's absolutely possible to export the foam as texture with the same pattern/method used in the shader. How? Using COPS and VOPs. What I have done was copying the foam part inside the ocean shader in the VOPCOP generator. Here then you convert the data from world position to UV space. It has a few pros and cons though: - First of all I have been using this method quite a lot to have a fast feedback while doing a project with tons of water shots. It's not very fast to generate but definitely waiting for the render of a small portion of the ocean is a lot slower. - You are going to export a texture, so you have to export a really hires image to keep all the details and cover all the ocean. Also this has an easy solution. On the tool I've developed, there is the possibility to export an extra texture which is placed only near the camera/on the closeup sea. Further from the camera and more this texture is going to be blended with a low resolution texture. - you need uvs in your ocean grid. This means it's going to be a little bit more complicated if you want to use it with also an ocean simulation. If I'll have the time I'll post a more complete and accurate version, but here is an example for now. Hope you guys will find it useful: AS_convert_ocean_foam_to_texture.hip
  14. Simple Tree Tools

    That's something that could be very useful to many people. Do you have a small video/presentation other than this picture so it's possible to share it around? Thanks
  15. Pyro Dissipate by Volume??

    I'm wondering, there is a particular reason why you suggested this method and not the use of "control field"? It is just because this way is possible to leave everything as it is (so you can have this mask and also a control field) or there is something else that I am missing?