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About andrejklimov

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  • Birthday 05/01/1985

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  • Name
    Andrej Klimov
  • Location
    United Kingdom
  • Interests
    VFX, Animation, Mortal Arts
  1. Good morning all, Would like to check with you before I report the bug. is this a normal behavior? Volume Visualisation has those weird shape in the viewport, which disappears as soon as I pan around the volume, and come back when I play the animation. Copied the same Vol Vis node and got different shapes. Newly created node has only 1 small line in the middle:
  2. Render after SIM TOP

    Hello good people, I keep learning TOPs and integrating those into my workflow. Ran into a RAM shortage when running TOP on 45 wedges 2-6mil pyro, with opengl rendering, montage, and video output. Noticed that TOP rendering/resizing frames as soon as those ready out of the pyro sim. Is there a way to force TOP to Sim all 45 wedges and render after all simulations were done? if I ran everything steps by step I have more then enough RAM. Please see the basic example in attachment. pyro_sim_wedge_renderodf001.hipnc
  3. Pyro source Wedges TOP

    Vitor, Found it, horay : pyro_simple_wedge_odf003.hipnc
  4. Pyro source Wedges TOP

    Vitor, I Tried to the biepass second group of wedges and got only 10 frames, but should be 40. 4 different Volume sources Am I missing something? pyro_simple_wedge_odf002.hipnc
  5. Pyro source Wedges TOP

    Vitor, Hmm so simple, i tried similar setup but with file cash, but something went wrong. One more blank filed when comes to TOPs, big thanx to you.
  6. Pyro source Wedges TOP

    Hi Victor, Thank you for the speedy reply. I'm not sure how to feed Wedged volume source into a Pyro sim. do you have a hip for me? Just to clarify, my idea is in this example: Create 9 wedges of 1-50 frames animated sources for pyro 450 frames total Feed those 9 frame ranges in to pyro make 3 pyro wedges (Disturbance) make 3 pyro wedges (Turbilance) simulate and cash all variations (4050 frames total) Hope this helps.
  7. Pyro source Wedges TOP

    Hello all, TOPs are amazing and definitely boost the amount if iterations I can create overnight. Hope you will help me to fill some blanks. I would like to Wedge pyro source with different noises and amounts of Fuel and temperature (9 different `@wedgeindex` 1-50 frame range) and feed those sources into the wedged pyro sim. Please see the basic setup example is in the attachment. PyroTopTEST005forOF.hiplc
  8. Building 1st floor explosion

    Hello everyone, A few months ago, I have demolished a building in the randomly chosen footage. A lot of constructive criticism has been received: Big Thanks to all artists who gave me advice on how to improve the composition and VFX. I always looking to excel in VFX craft so the whole project is under rework. Please see video below with the new version of destruction effects. Before I punish my CPU with some Mantra renders I have done Redshift version for you to review: Please let me know what you think.
  9. Color Scheme Edit

    I have been trying to Bruteforce it, but no luck. Hope in the future updates of Houdini they will make it more user-friendly. It is just a color but, when you spent hours in that UI, changing it to one's liking becomes a priority.
  10. Color Scheme Edit

    Hello all, Im editing UI color scheme and can't find on how to change the color of the altered parameter. As you can see from the screenshot below, 6 in scale stand out just a little bit compared to default settings. Could you please advise on how it called in color scheme config file?
  11. WIP - ok++'s softbodies RnD + .hip files

    Unbelievable, this thread is a gold mine. I could not find any good tutorials on soft bodies, but Yohann has saved the day. Next step is to understand it all. Thank you and keep up the good work.
  12. FEM object Cut

    Thank you Jesper, boolean would be perfect for this project. Vusta's link is amazing, with so many good examples of how to use booleans with cloth object to create FEM like simulations. I will dig deeper into those hips to have a better idea of how it's done.
  13. FEM object Cut

    Hello all, I'm playing around with FEMs and would like to implement it to my ongoing project. Idea is to create a "Cut the cake" effect. I have tried to use the shelf tools, but FEM build in fracture system is not as flexible as standard Voronoi. Could you please check out .hip and let me know if I can use controlled Voronoi fracturing for FEMs? Or maybe there is a more efficient way to tackle this problem? CutCake002.hip
  14. Multiple Redshift Shaders per geometry

    Good Afternoon, Thanks for your help Atom. Please see attachment for the final composition.
  15. Multiple Redshift Shaders per geometry

    It is working Atom. Thanks a lot. Probably will have to add more subdivision to make the material border invisible. I will keep rendering my composition and post the result here.