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About ragupasta

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  • Birthday 09/12/1979

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  1. [SOLVED]Fire Emission Too Noisy

    well this seems like the place to put this as others have had this issue. Lately during smoke and fire sims, the volume light works perfectly for me. Never had an issue with the pyro stuff. Well I'm trying something a bit different. I'm having a go an interior rendering which is something I don't really see much of from Houdini users. The model is from Jeremy's site at 3drender. Well I was trying to find a work around from using a lit fog shader with an atmosphere object as it always takes an eon to render even at low settings. So this time I'm going for using geometry converted to volumes as a volume light shaft. Scene is simple. Lighting standpoint, 1 spotlight from outside simulating sunlight. A second light in exactly the same position to light the volume only. A portal light at the outside of the window as a blue fill light, and an area light inside from the ceiling down to add a bit of internal warm fill. Ok so, volume is like this: Box geometry converted via isooffset with 50 divs. Name set to density. A billowy smoke shader is driving the shading of it. Volume light added with the isooffset object node as the geometry container that the light needs to point to. Shader the light needs to point to is the billowy smoke shader. Now at the moment the volume light is absorbing all the light within the volume. The PC open issue other have reported is what I'm getting. So hitting the render button starts the scattering for the lighting. Does this happen in the density of the geometry or the density attribute inside the shader? Geometry level it is a solid volume with no noise added in any way. In the shader there is also no noise but the density attribute is set quite low, as it is a subtle effect i'm after. Could this be the cause of the issue?
  2. Ice Shading

    I apologise for the delay gents. Fathom: Yes I have played around with subsurface scattering and it has helped a lot. symek: I really took on what you said and I love it. Making different depths in the ice with noises in the volumes is a really neat way to do things. Turned out that your advice, Fathoms subsurface scattering and some selective light placement works wonders. I really appreciated your input gents. Many thanks. Ragu.
  3. Ice Shading

    Well been a long time since I've actually been serious with opening Houdini, and I really want to figure out complex shading. I really don't know where to start with Houdini and semi-translucent materials. The thing is I'm looking to figure out how to make an Ice shader that has a couple of obvious properties. http://previews.123rf.com/images/sergioboccardo/sergioboccardo1102/sergioboccardo110200016/8929762-Iceberg-blue-tip-of-the-lake-Jokulsarlon-Stock-Photo.jpg Look at the image. Particularly the large upright piece is what I'm interested in. So the lighting is coming from the left side, which shows a soft snow-like surface that is facing the sunlight. Then the side facing the camera is a hard semi-translucent mix of a dark ice blue, that gradually falls off to a lighter colour the closer to the light source the geometry is. I've been tinkering around with not much success so far. Tried normal falloff's, refractions ect. If this was something in 3ds and vray, then I could pull it off with using the fog attribute in the vray shader and using customized transparency. This is something I would love to crack in Houdini, any pointers? Just to note I took a look at the snow scene thread in these forums, plenty of help on the snow, but the hard ice/soft snow mix is what I'm not getting.
  4. Just watched this and it's well worth a good look at. It is basically trying to get a message across for the Rosetta comet landing mission that is due to land a probe on in novemeber this year. Watch and enjoy.
  5. Peter Claes Showreel 2014

    Hi Peter, been a long time since I said hello. Outstanding work as always from you, and a full run down of fleshing out the shot's as well. Excellent. Your skill's and paticulary the sence of drive I get from your work inspires as it raises higher and higher. Your reel is amazing, your Thesis papers are a joy to read, and the help you have given me in the past has been invaluble. I wish you all the best for the future, all though I know any studio from any continent would certainly employ you without question. Look forward to seeing more of your works in the future.
  6. Artifacts when rendering dustpuff

    I think that the issue you are seeing is the fact that all the sprites are exactly the same size, hence the pattern is repeating over and over. I don't have a chance to look over the file from where I am now, but I assume this is the popnetwork(old) senario. If so drop a spritePOP down in the particle network, and turn on rotation and scaling. Use some random values to shake things up a bit. For example in the rotation parameter... rand($ID * 736) * 360 and in the scale parameter... size1: fit01(rand($ID * 923), 0.5, 1.5 size2: ch("size1")
  7. Mud fluid cascade

    Some good stuff on there. My greatest concern is how far the robot scene matchmove is off. The robot's feet is slipping all over the final plate.
  8. jellyfish

    Looks nice. The only thing that looks off to me a little is the shadow from the head. Jellyfish are not quite opaque, and I would expect some raytraced translucent shadows carrying the jellyfish colour and transfering it to the ocean floor. A really dark shadow looks a tad out of place. Other than that, a worderful peice of art. Very nice!
  9. Houdini Nuclear Explosion

    Well here is an out of the box pyro sim. Its certainly not a finished item (its not supposed to be), but it might give you a start at least. Parameters on the pyrosolver node for the mushroom cloud that are important: pyrosolver/sources/emitters/fuel amount(dont forget to scope the channel and adjust the curves) pyrosolver/sources/emitters/noise (great for adding emission turbulence) pyrosolver/simulation (bouyancy lift for controlling how fast the effect rises) pyrosolver/simulation/combustion/burn rate, temperature output, gas released (these 3 are very important as to getting the expasion of the head, how long it takes for the temerature to drop, and how much fuel is burnt or isnt). Its a tweaking game, but you can get good effects without building your own solvers and such. The floor cursor side is literally a copy and paste of the mushroom cloud, but changed emitters and those same settings above for a totally differnt effect. nuke_005.hipnc nuketest.mov
  10. Timelapse Video

    Hi guys. Im sure a lot of you have seen this, as it was on the 3dtotal front page, but after watching it I thought I would cross-post it. Simply beautiful works, but more interestingly for me, some of the footage shows insight into cloud movement I have never seen before. Especially one shot where the clouds look more like a gale-force ocean surface than a layer of clouds. Anyways enjoy it.
  11. Fire Tornado

    Thought I would pop this here, as I've never seen one before. Might be of some reference to someone here. Cheers http://www.bbc.co.uk/news/world-latin-america-11086299
  12. Particle Birthing

    Thanks for the help guys. @macha: Yeah I'm using constant birth. Thanks for the file macha, the clumpyness is similar, although yours is very exaggerated compared to mine. I've attached a screenshot with point display turned on, and you can see the particles clumping (thankfully not as bad as your file macha ).
  13. Burn Bunny Burn!

    Ha-ha-ha, I like it. I think the fairground music sells well for this shot. BTW: I eat bunnies too. Such a nice meat. Every now and then me and a few friends hunt our own. From catching to cooking a matter of an hour or so
  14. Particle Birthing

    Actually accurate births didn't help at all. Also; it says "If the shape of the source geometry does not change, you should turn this option off." I'm birthing from point's, not geometry. The slowdown I'm getting is due to the timeblendsop, without it the simulation whips along fairly quickly, even when oversampling. As for seeding, I've run a few test's just using the offset parameters on the curlnoisepop and I should be able to get what I'm after using that method. Anyways thanks for the input.
  15. Particle Birthing

    Hey guys, Had a quick search first but nothing popped out at me. I have a scene in which there is geometry moving at high velocity. These geometry are copy stamped to particles. The same particles are fed into a new popnet to create a dust like effect which will be rendered as points. The main problem I have is with clumping of the birthed particles. As I understand it the work around is to: Have the input geometry fed into a timeblendSOP Oversample the particle system so the network cooks multiple times per frame. In the animation globals, turn off integer frame value. Set the step value to the inverse of the oversampling. I have the oversampling set to 5, so the inverse of that would be 1/5. In decimal thats 0.2, right? I'm still getting clumping, although not as bad. And I don't want to increase the oversampling much further as things are starting to slow down dramatically. Is this the proper way to achieve a more uniform/non-clumping birthing from high speed geometry/points? Or is there a better way? Also whilst I'm here, whats the best way to add a seed value to my particles? Perhaps to the curl noisepop? The particles are birthed from points, so there is no chance of having a birth location seed. The popnet is a very simple one, as the effect is simple. There is the sourcepop, that is fed into a curl noisepop and intern that is fed into a dragpop. I would like to add some sort of seed value, that I can change, so I can then render out multiple layers of 1,000,000 particles and composite them together again. The seed would ensure that the particles are not in the exact same place as the previous render. I used this method to create a sand test effect a bit back that can be seen here The difference was in the video I used an isooffsetSop to convert to a volume, then scattered the points inside the volume, and used the seed value in the scattersop to randomize the particles birth location, but kept the overall particle movement the same.