Jump to content

wvonjess

Members
  • Content count

    11
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About wvonjess

  • Rank
    Peon

Personal Information

  • Name
    Will von Jess
  1. connect adjacent pieces inherit packed primitives ?

    What do you mean by "inherit packed primitives"? Like their attributes?
  2. Groups/Boolean or clip sop

    Try the assemble node and use the string attribute "name" it gives as your groups.
  3. Emission from cached geo opposed to animated

    Hey, It probably is due to lack of subframes on the animation.
  4. Blood in water

    One way to get smoke to feel more slow and natural as if its fluid it to sim it inside a box of density. It gives a fake pressure field around the volume.
  5. Viewport visual of smoke looks too low detail

    Hey, best way to visualise higher resolution volumes is a "Volume Visualization" node. by default the resolution check is off, turn it on and set it to like 1024.
  6. Interior Fluid Shader

    @toadstorm I tried your method, and It seems I'm doing something wrong, I've linked a screenshot of the shader, is there anything glaringly obvious that I did wrong? The render turns out matte white where as before it had its respective values when I bound the attributes in.
  7. Interior Fluid Shader

    Beautiful, I'll test this out in a bit and get back to you. Just now learning some better shading so I'm excited to dig into this.
  8. Interior Fluid Shader

    Hey wizards! I have a challenge I need help solving. I'm doing a flip sim where I have to mix two different fluids together, I.E. water and lets say molten aluminum. Clearly these two fluids need 2 different shaders, but when doing a sim you'd want one one mesh to keep everything clean without gaps or ips. I've already created a single shader driven by surface attributes to get the two different materials to work on the same mesh. There's only one massive, glaring issue with this method. You don't get any of your interior attributes back from your particles when using a mesh. The many solutions I've tried all fall short including using volume representations of the interior fluid, this is because a volume cannot receive lighting information that surfaces can I.E spec, refraction, SSS, etc. One idea that I haven't been able to fully explore, due to my lack of shading knowledge, is the way that ocean shaders use particle and volume data to create the deep ocean looks that Houdini is great at. So TLDR my question is: Is it possible to recreate a shader that works like the ocean shaders in that I can take volume and particle attributes to drive things like sss, spec, refraction, etc. using the principled shader. If so, if anyone has any basic leads or can point me in the right direction to get started that'd be huge. I really want to get this shader to look incredible so I can share it with the rest of the community down the road if anyone needed to tackle something similar. Have at it team!
  9. Peeling Effect Houdini 16

    You're a wizard! Thanks so much it appears originally all I needed was to fix my fit and turn off collisions and I would've been sailing
  10. Peeling Effect Houdini 16

    Hey Galagast! I rerigged up my pieces of the file and it worked perfectly! I had changed the typo myself soon after posting. I didn't notice beforehand, however, other than that what did you change?
  11. Peeling Effect Houdini 16

    Hey all, Im trying to get a peeling effect on an arm for a shot I was asked to work on at school. I looked all around and found some different techniques to use but when set up completely nothing works, if anyone has any idea if some attributes changed in H16 or can look through the Hip and tell me what I'm doing wrong that would be fantastic. shot_48_02.hipnc
×