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Jamshid63

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About Jamshid63

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    Peon

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  • Name
    Jamshid
  • Location
    vancouver
  1. How to get donut sprinkle fx using pop

    Sorry, i think my purpose was not clear in the thread. My idea is, when sprinkles are falling, it has to have some kind of spin when its in the air, and as it collide with donut it has to look like in real. not like what i got, Standing and looking like spikey.
  2. I am trying to get donut sprinkle fx. like someone is dropping sprinkles to the donut for toppings. but i am not able to get it right. attached hip file is a basic POP sim setup, part i need help is when the particle stick to the geo/collider/donut the sprinkles are standing up. what i want is to randomly placed or stick on the geo. like the pic. POP_Sprinkle_Odforce1.hiplc
  3. POP Grain disintegration on character animation

    Thank you soooooo much @jkunz07 . You are awesome. And your tutorials are damn good, i must say that. keep doing it no matter if it is 2 or 4 hours long. @Librarian I typed in almost all the keywords on google and YouTube except "dissolving", LOL. And closest tutorial that i came across was John Kunz's "Vellum disintegration". Short and sweet has to put more work on keywords, i guess.
  4. How do I achieve this similar fx using POP Grains. John kunz has full tutorial on the same, but he is using Vellum grains. i wanna try doing this fx using pop grains. Attached .hip is my try. i can only tend to get disintegration, on the first frame. rest of the frames are not taking my color transfer , i know i am missing only one or two lines of wrangle. Please help me out . the file has all the setup, to save your time. Thanks in advance. POP Grain_Disintegration.hipnc
  5. Hey! Imagine you are slowly closing the water tap. then the water will decrease slowly. right !!!.. with reducing its thickness. That is what i am looking for. Animating the activation key on the "volume source node" would stops, right way. but i don't want that. Even animating the particle separation is killing the details of the shape. i want it to slowly stops with some kinda details. should i animate the scale of the object (which emits particle) or is there any other way to slow the emitting region or something. any one can help me please!? thanks in advance
  6. Drop shadow render pass

    its a very simple question. ofcourse i have gone through odforum and google for redundancy. Question is , how do i get an object and its shadow rendered out. eg:- if i have a box on a ground i want to render out box and all its elements including its shadow but excluding the ground. so that i can save time on rendering background and that way i can export to Photoshop and play around with different background. i know the long method i want something like vray in maya, vray has a shadow catcher. below is the only tutorial i found on internet. this method is ridiculous, and its pretty old . i am hoping there is a simple method ,as the update of Houdini in each year is awesome
  7. Hi Anyone knows any online service who can deliver the render in full commercial form. Eg:- i am using houdini apprentice, and i want to render a project in full commercial license. But since houdini fx is expensive and i dont have much income coming, i dont wanna buy houdini fx but i want something rendered out in licensed version. Therefore am looking for a online service ,where i pay less to make commerical render from my .hipnc file.
  8. RenderFarm

    HI, any suggestion for houdini mantra online render farm ? i have contacted grid Market. any other ?
  9. RENDER Problem Ocean Spectrum

    HI, I havent changed the camera or culling...its just a basic ocean surface and its interior. But i do have ocean foam which is based on camera, which i dont think thats the cause for this weird issue.
  10. HI , I was rendering Ocean using Ocean spectrum and surface, nothing advanced , but I'm getting this weird issue. When I render out in 540p, everything is as it should be but when I render it out in 720p, some parts of it is missing and when I render it out in 1080p, even more parts are missing. So i decided to change the camera angle just for testing, and there it is, everything is perfect, no cutting the edge or anything been noticed, even in FUll HD. I have attached all 4. (in the top view render you can notice the shape of my Ocean, Actually Those are only area i want to render, so ignore the shape ). Please Help me out.
  11. Fluid Boolean

    HI, How do i boolean(subtract or intersect) a poly soup? i wanted to subtract some of the part of my particle surface fluid. since the fluid is in polysoup, how do i boolean(substact) a polysoup. ?
  12. Fractured piece to grains Effect

    I am sorry. how do i bring in the cache as a mesh sequence?.
  13. Hi, I am doing a personal project of iceberg destruction, and i want one of the fractured piece to behave differently like when it lands on the ground. i want them to be very small pieces like a dust. so i thought the best approach for that effect would be, make them to "grain". therefore, to get that effect, what i did was, i blast one of the piece from the simulation ,which i want them to be behave like a dust, on hitting the ground. unfortunately, i have noticed that ,since its a fractured and already has a simulation. when i apply grain source , the grain source point moves in every frame as it goes to the ground. I know point deform would fix something like that. but since i am newbie, i dont know how to fix this. I have attached a test. please have a look. if you dont understand what i said. Grain.hipnc
  14. Finding Same piece at @name

    Thanks for your effort Maxime. But i am really sorry. i never tried python scripting, so i dont know how to execute this above script. Is there any other way to find/fix that problem?
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