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Andrea

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About Andrea

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  • Birthday 12/31/1993

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    Andrea Sbabo
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  1. fore each loop question

    I have never tried so don't quote me on this but you should be able to do it. You can put down a "render node network" inside of your HDA and then create the wedge node inside of this one. This way you will carry the wedge setup with your digital asset
  2. fore each loop question

    Usually in this cases the wedge ROP is the way to go. Without a foreach loop, you need first to delete all the pieces except for the one that you are iterating on and then save it to disk. The wedge ROP will help you to do this for each piece
  3. My Effects Pipeline

    Very cool stuff! Congratulations! How long have you been working on these?
  4. flip points id vs ptnum

    Yes that's right. Sorry I misunderstood the question
  5. flip points id vs ptnum

    You can add ids for the points also in the flip simulations. It's just an option disabled by default in the behaviour tab of the flip solver. Turn it on and you will have the ids
  6. All the previous advices are valuable. I would just add that it could be a nice idea to generate through particles/geometry a field to use as threshold for guide your simulation. As kleer said pyro is difficult, that's because there are a lot of values which are all related to each other. You change one of the fields or parameters and you will have a completely different look. The result of course is not random. You can know really well what each parameter does, but is not that easy to have a specific idea of what will be the result will all the values/variables combined. I don't have much experience in Houdini and FX in general as some people here in the forum, but I think that they can confirm that. That's why, when is possible, is not a bad idea to reduce this "randomness". For example you can create some particles, get the aspect you prefer for the core of the flamethrower and then convert them to a density/vel/temperature field (your choice). Then you can import this field to the pyro DOP and set this as threshold for your flamethrower. If the current voxel is inside the threshold field, is going to follow the velocity field you generated previously from the particles. If is outside of that, it will obey to the current pyro network rules. See for example the particles I have used to control my sim around 00:10 in the video below
  7. Optimize Pyro Container, H17

    Thanks for the explanation on how to fix the vel problem Mechanica. I think that, at least for now, the best option is to convert the animation of an object to follow one axis and after the simulation rotate everything back. Sadly it's not always possible. I wish this could be a lot simpler. For example just create a box in SOP, rotate it how you prefer and use this as bounding box.
  8. Collisions in Vellum

    Hello! It's possible to detect the collision of the geometry in Vellum. What is missing is that it should be enabled also inside the vellum solver and by default it's not (probably for save memory). If you enable this, it should work as always. Look at the example file. I have opened the vellum solver and modified the popsolver. I have enabled "Integrate Position" under "Update" and then enabled the collision detection on the "collision behavior" tab. Vellum_collision_detection.hip P.s: for do this is better to create a new dopnet and create the vellum solver here instead of using the solver HDA
  9. Beginners question: Array attributes? What is binding?

    In other words. If you use @ sign basically means that you are storing the value obtained form the function in an attribute called as you prefer. If later in the code you need to call the same value, you can just call it by using @value and you don't need to repeat the function again. In my limited knowledge of programming outside of Houdini I would say that more or less is what you said but is not just that. In the second picture you posted I think at binding as "saving the attribute to the geometry". You don't always need to save attributes to the geometry, that's why they show you the array written like nbors[] and i[]@connected_pts. Sometimes you need to know the value of the function just in the wrangle where you are writing your code and not outside of it. In this case you can use the first simple form for the array nbors[] Otherwise, if you need the attribute later on, you store it in the geometry adding @.
  10. In the Houdini enviroment file placed in documents/houdini17.0 you can add the path of your digital assets. You just need to add a line to tell Houdini where to look for them. For example: HOUDINI_OTLSCAN_PATH="C:/here_your_path for_hda; @/otls" I usually place them all together in one folder so is easy to find/replace/remove them if needed. You need to keep the end part with @otls
  11. Clusterin Pyro on the y axes

    Yes sure you can. If is just one source you can use the shelf tool container tools -> distribute container you can then go to the /out context and set here the slice divisions in the y axis. X and Z need to be at least 1. Just in case that you haven't seen this yet
  12. Just use a point wrangle after "attribcreate1" with this: //list all points in the group int hit[] = expandpointgroup(0,"group1"); @Cd = {0,0,0}; //run over points that ar not in the group so @hit = 0 if(@hit == 0){ //do something for each element of the array hit[] foreach(int i; hit){ //take ID of the current element array int grp_id = point(0,"ID",i); //if the ID of the point is the same ID of this element of the array then also this point is @hit = 1; if(grp_id == @ID){ @Cd = {1,0,0}; i@hit = 1; } } }
  13. Optimize Pyro Container, H17

    @vtrvtr nice stuff! The bounding box is following the path and the curve orientation but the translation is applied twice here in 17.0.352 . I have tried to import in DOP the original geo and you can clearly see it. Ideally I think for solve this issue we should first orient the bounding box and then populate the voxels with the source volume, if it makes sense.
  14. 17.5 Launch Event Presentation

    Is confirmed that is included also in Indie, so don't worry
  15. Assign volume shader at SOP level

    Interesting, thanks Albert. Probably it makes sense that you have to assign the volume shader to the whole geometry being a little bit different from the other components. I did several tests with different shaders and is just with the volume shader that it doesn't work correctly. But after all packing or, as you said, add the render properties on the geometry level is really quick to do, so not a big problem if I'll be able to remember in which shaders I have used the volume for refractions
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