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Andrea

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Andrea last won the day on June 20

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About Andrea

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    https://andreasbabo93.wixsite.com/sbabovfx

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    Andrea Sbabo
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    Lost in the Alps

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  1. Houdini 18 Wishlist

    Would be cool to be able to add easily comments to flipbooks in MPlay and be able to save the images with them. I know is possible to use OpenGL camera comments but sometimes they get cropped and for change them you have to launch the flipbook again.
  2. Solaris Reveal

    As they said you can take objects from /obj context and import (and probably also convert automatically) for LOPS. So I don't think is going to be a problem at all to have different file formats.
  3. Ocean Spectrum Heigh Map

    There are several ways to do it. I think the easiest one is to go in the ocean evaluate, in the tab "save to texture" you can save the ocean displacement as texture aka height map. If you are exporting the geometry from houdini as alembic you can save the height information with the geometry and read it in maya.
  4. Is this from my hip file? Here it works If is from yours, be sure you unpacked the spheres
  5. I did nothing else than what I wrote above. I just went in the DOP network that is already inside the vellum solver SOP and changed the emission type. By default this parameter is not exposed so you have to do this or create your own DOP network as we usually do.
  6. Pro tips for flip meshing?

    What it does is simulating the forces of attraction that are between molecules of water. This is particularly visible in small scale/macro water simulations, where you can clearly see that the water tries to stay together. A great CG example is this https://vimeo.com/336861798 . It doesn't look bad to me. I would listen to the advices of the guys before and maybe try to reduce and randomize the pscale of the particles that are flying by their velocity maybe or by the droplet attribute. It coul help
  7. Ocean Spectrum Heigh Map

    Sorry can't understand what you need to do. What do you mean by the deepest map? Filtering the ocean spectrum based on the frequencies?
  8. Hello! First unpack your geometry before feeding it into vellum nodes, they see just one point. Second go inside the DOP network of the vellum solver. In the vellumsource change "Emission Type" from Only Once to Continuous, otherwise is going to take just the first frame. sphere_vellum_fix.hip
  9. Ocean Foam Camera Emit H17.5

    I don't think is intentional, that's a bug and should not happen. Maybe some nodes changed a little bit and caused this
  10. Ocean Foam Camera Emit H17.5

    Hi, I just tried with your hipfile and everything seems to be regular, so you did nothing wrong. The issue is inside the oceanfoam node. In particular how is calculating the density of the foam. In a wrangle (calc_camera_density) is calculated an attribute called @density. If this attribute is zero, also the foam generated in the following nodes will be zero. So why the density is zero? Without bothering you will all the mathematical operations... everything is because when you have your camera really low in ocean there are some "degenerated" polygons generated internally that have an area of 0. To fix this, just put a clean node inside the ocean foam tool, after "clip at near". See the hip file I have attached. Strangely this doesn't happens in H17. ocean_foam_fix.hipnc
  11. Whitewater h17.5 Not to emit bubbles

    In the new whitewater solver there isn't anymore a distinct separation between foam, bubbles and spray as it was before. Or better, there is, but is more a fluid transition. If you activate the option "Add State Attributes" on the white water solver you will see that you'll have some extra attributes called foam, spray and bubbles. The states are defined "simply" by the depth of the particle in the surface SDF, which is generated by the fluid simulation. This depth is not random at all, it's a range that goes between two values. It's specified by the parameters called Foam Location and Depth Range (always in the whitewater solver). A particle is going to be fully bubble if is at the depth of Foam Location - Depth Range, so at the minimum of the depth range or below. A particles is going to be fully spray if is at least at the depth of Foam Location + Depth Range. Said this, if you want to avoid to have bubbles in your simulation, you can do it in several ways. I think the cleanest solution would be to act to the whitewater source, so before the data gets to the whitewater solver. The first option in the whitewater source is "Limit by Depth". You should increase the minimum value from the default of -1 to something closer to the zero. Definitely look at your emission volume from the whitewater source and also try to give a look at your surface volume, if it has something strange there. The particles seem like they are floating on a surface, they are spawned there or moving on a specific direction? If they spawn at this position is probably your emit volume, otherwise could be the surfaceSDF or the velocity volume if they get shot in the air for example. Hard to be more specific without see it.
  12. vdb vel combine

    What you are doing wrong is how you connect the two inputs. Apparently is not possible to connect both the A input and B input to the same merge node. The node than don#t know anymore what is what. Also you don't need to specify Group A and Group B vdb_velocity_combine2_fix.hip
  13. vdb vel combine

    Hi, you should just use VDB combine and not VDB vector merge. Just plug two volumes at the time in the input A and B , then switch Operation to "Add" VDB vector merge is for merging vector volumes that have been split for some reasons, for example when you have 3 volumes that are named @vel.x, @vel.y, @vel.z
  14. Shade volume attribute based on Volume Size

    It doesn't have polygons so no, you can't calculate the perimeter of a volume. You can store the perimeter of the volume bounds, but it doesn't make much sense.
  15. Mantra UV Pass

    Connect the bind uv with a bind export, and of course export always the uv attribute. You also need to add an "aov" or Extra image plane in the mantra node. Set it to vector and VEX variable to be uv.
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