
hindukush
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carlo
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Thanks man! Im not skilled enough to get what you did there:-(Where do you feed color in that volume? And also can't find that example file...ty again..and sorry for noobness:-) Carlo
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Yes, in your example i see much less blending.May you try to add rgb colors and see if it works properly? How did you acheive that? Thakns alot! Carlo
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With furter inspections i found the issue.Is the OPNECL, enabling it in the sim gives that problem in the advection of Cd.Using the gas advect field bypass that.In fact using OPENCL in the gas advect field too make the issue come back again.
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Hi everybody! I'm working on a soap bubble effect. The result using 2d pyro is pretty good but i would like to avoid color blending.Like would be if was pops sim. Both results are attached. Ty in advance! Carlo
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Hi! Ty for the reply!Finally i managed it with a gas advect field.Not sure why otherwise was't working.But now is quite perfect.I just would avoid color blending but not sure if is possible. Carlo
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Hi everybody! It is possible to copy Cd field from previous frame in a pyro simulation?I'm doing a 2d fluid sim and somehow the i have yellow color wich keep accumulating.Maybe copy color from prev frame solve this. Thanks in advance. Carlo
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Hi everybody, i'm tryng to subfracture some rbd pieces created with the rbdMaterialFracture node. Like the big chunks in this video. How can i create constraint between the subfractured fragments?I think i'm missing something about the new rbd set of tools... Thanks alot, Carlo -EDIT- I FINALLY SWITCHED TO CLASSIC RBD INSIDE DOP NETWORK..OLD SCHOOL METHOD LOOKS LIKE WORKING......ANY SUGGESTION ABOUT RECURSIVE FRACTURING WITH THE NEW RBD SET?
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Hi everybody, i'm facing some weird artifacts in whitewater when increasing guided ocean particle separation to 0.01, if i use 0.02 everything works as expected. I did also try to play with whitewater resolution but no change in that artifact.
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Yeah!it works just perfectly!!:-)))))
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Hey Librarian, yes exactly! i think going to use pop fluid instead of flips for this one.With point replaicate to add density...let's see:-) C.
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Hello forum! I need to create a powder splash, so the powder behave like water creating a crown. I did try a straightorward approach just converting flip particles, the look is ok but the "id" of every point change in time so the random pscale make the scale of each point change each frame. I also created extra powder emitting from fastest point some more particles. Can anybody suggest me a workaround for random pscale and maybe a more elegant overall approach to this? Thanks alot! Carlo
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Polygon from vdb topology problem
hindukush replied to hindukush's topic in General Houdini Questions
Sorry my bad..didn't thank you!! Ill do it now!! Thanks alot for the tip!! -
Hi everybody! I'm facing issues when meshing a vdb, i have a dirt blotch on a cloth, the cloth is moving, the blotch is obtained converting a point cloud to mesh, of course the blotch while moving is changing topology,and..my bad...is flickering in time.. There is a way to freexe the topology at frame one..or some work around to make the blotch more stable? Thanks alot! Carlo
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SOLVED!!! I did wrote the dop mask wrong...the correct is `dopobjscreatedby("/obj/AutoDopNetwork/fluid")` GHGHGHGHG
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Hi everybody, i have a little problem, i'm setting up a fluid simulation using the fluid solver, i have to export the simulated geo, but using the dop import i can only visualize the emitter and the collsion geo and not the fluid mesh, any idea? Thanks alot! C.