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    Nacere Guerouaf
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  1. Hi, If I want that my pscale attribute has a similar randomness but before simulate, the process still the same? Or it's better to apply that after, like what is done here?
  2. How to Simulate Helicopter Field

    Hi guys ! In this kind of simulation, how would you proceed to achieve an effect like this? I was thinking to create a custom velocity field maybe? But how to transfer only on surface like if it was create by fast object above water (without high deformation of water's shape)?

    Thanks for your answers guys ! Effectively, that was pretty simple to create my "age" attribute, I just didn't put at the right place first. All of this stuff gave me more understanding of vex. If someone encounter issues like mine on this kind of effect, don't hesitate to ask !

    Hey guys ! @anto187 I definitively try to achieve an effect like yours. I have rbd and cloth drived by propagation of my "active" attribute with a SOP in DOP. Now I want that each elements activated become particles according to their "age" of activation. For your cloth simulation, did you used @age += @TimeInc; ? How can I set an age attribute based on the time passed from the moment when the piece was activated? @Farmfield Seems similar to your recent dust / ash setup no?
  5. Color propagation drives fracture/cloth

    Just a little review of my precedent message: so I was on the right way last time. Just need to tweak the distance threshold parameter of my attribute transfer in DOP to activate frozen pieces. That was effectively an amateur mistake. @Jesper: I followed the PixelNinja way for my cloth, it's outstanding ! Just a question now for my initial concept: in fact, elements need to disappear into dust/ash. I was thinking about a solution where pieces results from voronoi/cloth will become smaller until disappearing OR combine a blast/delete node to remove activated geo (while keeping a random number of it) with an emission of particle from this same group deleted to simulate a transformation in dust. I don't know if it's understandable... The problem for these setups comes with creation of group along time (based on "age" of activation). My color spread already drives activation for all these things so maybe it can drive size or delete/emit particles with a delay?
  6. Color propagation drives fracture/cloth

    Thanks guys for your quickly answer. @Andrea: the effect of propagation is not a problem, I started with this tutorial (https://www.youtube.com/watch?v=euG933INMTk) and added some randomness. Looks really organic But his simulation is drived by movement while mine is inanimate so I can't use his parameters... Right now I dropped a wrangle with i@active = 1; after my colored points (deleted from other points to have only my growth) and an another wrangle with i@active = 0; after my packedprims and it's look better but somes pieces stay frozen.. I think this way is the best to go since I tried to set with color attribute in sop and geo context (with attribcreate and group) without success. What I want is just than my color drives my rbd simulation. I think it's just an incomprehension of how set my active value between color points and fractured geometry. Pretty sure it's amateur mistakes aha. @Jesper: yeah, I watched his hipfile, and this way is a bit different but looks great. But maybe that will be more difficult to drive the cloth after with this setup? But method by PixelNinja looks really badass, I will try it too. Thanks both of you, if I still fight with my color I'll upload a file. That will be more efficient to show my problem.
  7. Hi guys ! I try to achieve this kind of effect : Inspired by the growth propagation of Ben Watts (picture below), I now wonder how to drive voronoi and RBD activation by color. At 0.11 seconds I don't understand how his voronoid/scatter is drived so progressively... Mine is entirely fractured at first frame (I'v just smaller pieces along color progression). For the RBD activation I tried a lot of ways proposed here like use active value, sop solver in dop, attributes etc... But my object is directly under gravity, without distinction between pieces colored or not Maybe some logic escape me but if someone can enlighten me, that would be great !
  8. Rain water drips

    Perfect ! I will work on that, thanks again for your help Atom !
  9. Rain water drips

    Hi Atom, Thanks a lot for your answers and share this hipfiles. That's will definitively help me to improve my setup ! In my scene, I already have splash impacts on my object and on the ground. The only thing that I can't have is the trail which result of this impacts (moreover my object moving like a car under rain) like in videos below. https://vimeo.com/79581334 https://vimeo.com/66649561 EDIT: To be more accurate, my object is not animate but the rain is simulated like the car was moving.
  10. Rain water drips

    Hi everyone ! I don't understand the vop way to have particle trails (still trying to learn VOP logic). There is a method to do that without vop? Like the old popnetwork? I encounter two problems in the new popnetwork to achieve that with the old way I think: 1) attribtransfer has to give me the normal for sliding particles group and i can't use this node in popnet context 2) I can't group particles with the rule $SLIDING == 1 or $SLIDING == 0 to delimitate sliding and nonsliding particles... I don't know why. I tried the old way, that's worked but I want to understand how to do that with newer versions. If someone can help me, that would be really great Ps: I know there is the orbolt asset for rain but I try to make this effect by myself.
  11. Hi everyone, I have a beginner issue if someone has an idea.. I have a pre-simulated flame that illuminates the ground by emission with a billowy smoke shader. I'd like to render the illumination pass of the ground without the ground. How can I have this? Indirect reflection pass doesn't bring me the right thing Thanks !
  12. Hi everyone ! I tried to call velocity in the shader with both parameter node and three nodes of eetu (bind+lenght+export bind) but nothing in render... Method has changed in H16? EDIT: My bad ! I just didn't place my nodes in the right place
  13. Camera axis

    Hi everybody ! A quick question from beginner: How can I put my animated camera (imported in alembic archive) in the right axis?
  14. Hi everybody ! I'm still a beginner on Houdini and I have some novice questions I have two simulations that I need to render in maya (on arnold) and I don't know what is the right workflow. The first simulation is white water (spray only) and the second is snow (with grain tool). First of all the spray: I have the bgeo sequence of the particles that I try to load in maya with Houdini Engine (with a file tool). But I can't see anything. Maybe I do not have the right method to import particles with Houdini Engine. Few tips? The snow then: How to keep my POP sprite with my bgeo export? I only get a black simulation (which is normal I think). Should I also export particles? I will also use Houdini Engine I have to do shading for whitewater and snow in arnold so what would be the best method? Thank you Ps: sorry for grammatical mistakes, my english is pretty bad
  15. Flip Fluid and scale

    Thanks a lot for you help. This seems to work as I wanted.