
plazadelmar
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2 NeutralAbout plazadelmar
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Name
Dominic P
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Barcelona
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plazadelmar started following Colored smoke artifacts, Pros & Cons of working at different scales?, Random textures on particles geo and and 7 others
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Does someone know any topics where I could find more info on how to set up volume normals so if something collides with them I will be able to direct the collision direction?
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I'm running into this quite often so I thought to check if you have any easy workflow to achieve this effect. I would like to assign random textures or materials to particles sim. Let's say I have a sim with 100 points where I copy geo spheres to each one. Normally when I'm assigning a material to the SOP I see only 1 material as expected distributed over all geo. But if I have 4 different materials and I would like to assign them to the same particle sim and geo, how do I do that? It could be that you want to have equal distribution of 25% of each material over those 100 points.
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I have a fluid sim, on those points I would like to attach material with textures but all I get is black spheres. If I use Attribute from the map and in Redshift use particle attribute with Cd attribute, everything works fine. How can use textures instead?
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That was simple, thank you! I was also trying to figure out how to create resistance for the velocity. Let's say the floor has noise and those values should slow down or speed up the velocity traveling on the surface. I tried to import the color to pop net but after that, I don't really know how to move on. Is it easy to solve by transferring color values from the surface to velocity? speedResistace.hiplc
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I would like to control velocity with color. Each color adds its value to velocity. How do I set it up? Right now when I'm adding the color velocity goes in all random directions. I would like to use Normals as direction and Color as speed. colorSpeed.hiplc
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Does it work with H18.5?
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How can I fetch/import a parameter from an SOP to a VOP or VEX?
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This might sound like a silly question but, Is there any easy way or a tool that would collect all the assets into a Houdini folder structure with 1 click? Many times creating a project leaves me with a lot of textures, models, and other assets spread over different hard drives and folders. I know the best way is to throw them straight to the Houdini folder structure but sometimes I just don't know if I will use this asset and I prefer to make it on final export, or just don't bother in order to stay focused on the creative process. Coming from other applications this is a part of the workflow and yet I haven't found any solution here in Houdini to collect all assets easily.
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- collecting
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Solved. I wish they implement as well golden spiral but for now, this is perfect. https://www.notion.so/DyLib-a9698031d1124aeeb53ede64949d9f6b
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I would like to use sin, cos, or tan to create infinite animation looking like 8. Does someone know how to set it up in expressions or VOP or vex?
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Constrain random rotation to 90/180/270 degree
plazadelmar replied to plazadelmar's topic in General Houdini Questions
much cleaner, thank you -
Constrain random rotation to 90/180/270 degree
plazadelmar replied to plazadelmar's topic in General Houdini Questions
Thats amazing, thank you. -
Constrain random rotation to 90/180/270 degree
plazadelmar posted a topic in General Houdini Questions
I copy the small grids to each point of the grid template and now I would like to rotate them in randomly so they snap to 90/180 and 270-degree intervals in Y-axis. Is there an easy way to solve it in VEX or with VOPS? -
More like billowy smoke wrapping up an object instead of bouncing off an object. With particles, you would probably solve it with collision detection and slide on the surface. I'm curious how to do this effect with smoke instead.
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On my render frame, it looks like alpha and color channels cut out part of the smoke. Density looks good but after applying Cd and Alpha those artifacts appear in my render. Does someone know how to deal with this or at least what it is? I have approx 40-50m voxels, I believe the pixelated look comes from there.