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MaximumsProductions

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About MaximumsProductions

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    Peon

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  • Name
    Max Moseley
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    Los Angeles

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  1. Add points to a primitive

    Oh I'm sorry about that! I'll look into what you're saying tomorrow and try something if I can. This might be over my understanding. Maybe someone else understands. Good luck till then!
  2. Add points to a primitive

    point_to_primuv.hiplc
  3. Pyro clustering problems

    Sorry low on time but I hope I can get you a direction. (I didn't really see the setup much. So I believe there's multiple things. Still figuring out the debugging process myself. Your sources are likely clipping into your container when they are on an instance frame, and there isn't enough volume to what I presume is likely the voxel grid. so ex frame 300, your volume technically transferred to your cluster sourceframe and instantiated the obj for that cluster. But there was no data seen. so Frame 301 you have no grid and it's gone and refuses to look again for your fields. I'm not 100% probably but like an unsafe 80% lol sure if I'm right here, cause I don't know if increasing the padding to high amounts would help or not - certainly wouldn't be as optimized, though you could skew an axis in this example. Basically I want to think your volume clipped when its got into the grid, so clipped to the point it had little data to be seen. ( I could be so wrong though , just has been my observations ) The solution consistently found is using the tracking object, which if I recall won't work if you're using all your obj containers/grids in the same sim. So you'll need to wedge your sim for each cluster, so tracking object works properly. on each cluster you'll want to get the current bounding box of where your objects are. Which can be as simple as making a line of your path, and attr transferring where your rockets currently are and have been on that line, and blast wherever they aren't (just Cd comparison). And do a bounds on that path or whatever you're using, and that bounds you can add as much padding as you want to ensure to find your volume source, and still be optimized with gas resizing. This bounds of your path where your object has been will be your tracking object - for that cluster. Also fun fact, that took me awhile to figure out I wasn't crazy but viewing multiple grid clusters, depending on your setup will re-adjust your visualization as containers are added and will see odd data of how your temp/density etc are behaving - or at least this was case for me. Hopefully this is enough to help at least a little bit.
  4. Arnold Instance Offset Volumes

    Thanks so much Peter, Uploaded my hip file. If anyone is interested, unfortunately setup includes my loop for clustering but can easily remove. subnetted my 10 clusters of 400 frames each using their names "ref_####" as the frame number, so I could copy the 400 nodes needed heh, need to learn to incorporate python into houdini I think to be cleaner. $JOB/geo/fx_name/DII/FireMeteor_vertical_B/v001/`opdigits("..")`/FireMeteor_vertical_B_clusters_`opdigits("..")`.`opdigits(".")`.vdb skyrocketed my hip file size but worth it hehe. Really want to get into learning IFD's but yeah its a silly restriction for indie. I appreciate explaining the workflow and theory behind .ass in this case. Will come back to whenever I am at a studio, cheers! Meteors_InstanceHack.mov MM_arnoldInstanceHack.hiplc
  5. How do I - Gas Field VOP on Pyro sim?

    Cheers! If you're more interested in gas vops and want a all in one resource, Saber Jlassi has a great pyro workshop.
  6. How do I - Gas Field VOP on Pyro sim?

    Hey, not exactly what you're looking for but just an example how to use perhaps. In your case for example, can do a noise that applies to divergence, temperature, fuel, or vel for different effects. This example is just modifying vel Sorry if this is already common knowledge. max_gasFieldVop.hiplc
  7. Pyro FX on animated geo

    Should upload your file with example to understand what the problem is exactly. but yeah I don't think there's anything special here. Static object, circumstances would be point / obj deformation checks. but sourcing - will source wherever the volume source is. anim_pyro.hiplc
  8. Arnold Instance Offset Volumes

    Hey there, Having a little bit of Arnold trouble, I'm a little inexperienced rendering limitations and instancing with Arnold. Trying to load in instanced vdb's via an instancer obj node, using per point instancefile. But they're not renderable.. I did same with instance sop, but they weren't renderable, until I unpacked them -- which I believe defeats my purpose. Just trying to instance a volume , and offset time for variation. --- probably limitation with packed prims with Arnold but it'll work if I directly Instance Object my Arnold Volume obj node (where I lose offset control, per point). So a little confused. htoa 3.03 atm perhaps I could update because I've been told recently packed prims were further supported. Houdini Indie, so no access to .ass files. If I @instancefile (instance sop), I get access to the frame variable. but I have to unpack. If I @instancefile (instance obj), within an instanceobj, I get no render effect. If I @instancepath (instance obj), within an instanceobj, I can render, but have no access to the frame variables. Cheers, will play around with and give my solution if any.
  9. Starcraft Growth Project

    Hey, thanks a ton Michele, gives me a lot good feelings Thanks for the idea! I'll definitely try it out as soon as I get back on this. Wish you fun on the exercise! Cheers!
  10. H16.5 SourceVolume vs H17 VolumeSource

    Ah, thanks a lot for clearing that up for me!
  11. Starcraft Growth Project

    Hey there! Trying to be more active. Here's a WIP of a project I did for Peter Claes's Houdini class. Such a cool technique to play around with. Struggled a ton, and have lot of extra RnD elements that got gutted haha. But I learned a lot. Have to Re-Render, have some slime / rivulets for the eggs in the next render, which I have been struggling with. Initially was flip but switched to something simpler and less heavy.. Had issues transferring V for motion blur due to changing pt numbers but I'm sure someone probably could figure it out! Wanted to add one of the eggs exploding. but stretched thin on time. Will do another rnd for it. Will re-render without motion blur I think. Someone had idea of adding veins, like a neural network that activate and reveal. but I failed at that for texturing lol. I think I could brute force it with geometry to replicate it but that just seems wrong. Also I keep running into Lights inside Volumes on my projects.. makes clearing up noise pretty miserable! Will return to this project after school and expand on it.
  12. Hey, I was curious if anyone had information on the differences of the changes between SourceVolume and VolumeSource. When diving into the assets they seem almost foundationally different? (which makes sense) But I'm trying to understand what the old way was versus the new way. I was curious where all these interim fields are (SourceVolume) or if they're just gone and why they existed in SourceVolume if we're now just copying the volumes straight to fields now in the VolumeSource with a foreach. And just a bunch of why's and as to why it was done such a way and why it has changed now. I don't quite understand it all. but it seemed to be a middle step of the solve for all the volumes to fields. where you could access these temporary fields - tempvel, source, sourcelength and manipulate them. And I'm really curious the difference between now and then, and the why between now and then. Or even where they are if they do still exist. Wish I could be more specific but I'm still a beginner. Cheers for any help or light on the matter. H16.5 Source Volume H17 VolumeSource
  13. RBD Fracture Geo - Retain UVs

    Thanks benne5! I see! Okay that's a lot more comforting, for that to be most time consuming part, thought I lost my week to something that could be solved by a few nodes and a button, perhaps getting manual and less procedural is the solution here sometimes.. Yeah I saw this one! was really neat, I think this further points toward my geo, as I have some holes that double up or are multiple axis'd. Also these sops you recommended me are giving me some ideas before I submit to manually fixing some of this. Thank you.
  14. RBD Fracture Geo - Retain UVs

    Hey, so I was curious how some of you may approach this - fracturing some dirty geometry (feels nightmarish so far). Tried cleaning it up procedurally as best I could - filling lots of open holes, and vdbfracture to retain uvs. But starting to suffer some errors that I can't seem to decypher. Only thing atm in my head is do this process per connected piece and distribute fracturing based on area. But major head ache just seems working with non water tight models and fixing them crudely then getting to all these areas of trouble for simulation or fracturing, not sure if there's a better solution other than model it water tight to begin with. Here's just a segment of it. I feel I'm perhaps over complicating it in my head. Well cheers if any help max_rbd_fracturing_scenario.hiplc
  15. Earth atmosphere with Redshift (or finding the "ANY" KEY)

    Hey not sure if you've figured this out and you may know this but if resolution is a problem - how about cvex procedural shader volume? I've only done it a couple times but I believe the resolution is infinite and is just dependent on your render sampling. I actually am curious about planet rendering myself. Cheers, Max
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