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Poetsofthefall

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About Poetsofthefall

  • Rank
    Peon
  • Birthday 07/21/1988

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    SiteHotelBravo
  • Location
    India
  1. If you wand the ocean extended. If the 1st image is what you've meant. ... 2nd Image is where to do it.... Hope this helps...
  2. HQueue Substep caching of geometry NOT WORKING

    It's for FLIP SIMM actually. And the GEO is pretty fast so is the SDF volume.
  3. HQueue Substep caching of geometry NOT WORKING

    Naah... Have lots of VDB and GEO caches so have to do it in HQueue only. Youre suggesting on HQueue right??? Also It's not DOPs so $SF doesnt fly.
  4. Howdy there!! Having an issue here. I'm caching geometry to be prepped for Custom Flip SIMMs. And I need sub-frames as Flip needs sub-frames for VDB volumes and caches of Geometry. I'm putting on LOCAL system and it works. But when I send them to server using HQueue it only replies the Frames and doesnot include any sub-frames. I've checked with all the available options but still nothing. Screenshots are here................... These two things I've tried in HQueue.... Any IDEAS... Thanks.
  5. Controlling pop fluid adhesion force with gradient

    Hello there!!! Ive checked your file and I dont think this will be possible with the Geometry too close to the ground. It'll happen only if the DistanceVolumeSample is more than the Threshold value that is rdist. I recommend using the color attribute intead than using the volumesample. You can create friction force towards the surface that can behave like Gravity but a bit less or it'll never fall. As soon as it gets closer to the Black areas then the effect will go off and it'll free fall. You can use the length of the color attribs to specify the strength. Kinda like.... Closer the Particles are to the surface more they are attracted and further away they fall. This is what I think. Hope it helps....
  6. I've uploaded a file regarding this. Blast can delete the Primitive Attributes and the groups but not Point Attributes. Even if you promote it to Point it does'nt. Even Detail Attributes can be removed. When I say can be removed I mean based of these categories and conditions. Hope this explains... blast_node.hip
  7. alembic array export

    Could you upload a Test file please....
  8. Create a Custom vel. Fill Points in it. Convert it to VDB vel. Import the SOP to DOPNET. Plug it into popattribfromvolume and VOILAAA... Here is a file for REF. And the RESULT. custom_VEL_FLIP.hip Hope it helps... custom_VEL_FLIP.hip
  9. Houdini Flip SIMM on a custom wave mesh

    Thanks dude. Goy it figured regarding the FOAM. But was wondering how about FLIP simm on a Custom Mesh.
  10. 2 ocean foam questions

    You can try the following steps.... 1. Create "SDF surface" and "velocity volume" of that specific are that you need interaction foam. With the Ocean Evaluate of course. And get the point Vel from the Evaluate Node. Make sure to put nice voxel res. 2. Use the Emitter Option instead of the Solver in the Ocean Foam SOP. Then adjust it accordingly. And then cache it. 3. Create a POPNet and use the Cached Foam as the Source and drop "Advect Volume" and use the "Velocity Volume" from Step 1. 4. Drop a POP VOP and call in the surface SDF from Step 1. And add VolumeSample and VolumeGradient node. Connect the samplepos and filename to the input1 for both the Volsample and VolGrad nodes(if you have connected the SDF to the first input in the VOP node). Multiply the VolGrad with VolSample and negate it. Add it to the Position and connect it to the Position Globals. This will make sure that points will sit on the surface of the ocean. This'll do the trick. 5. If you need and extra foam push away from each other. Add pop interact and emit another group of particles and add this group as affectors.(Havent tested it. But just a theory.) Hope it helps. Also the Foam will collide with other objects.
  11. Houdini Flip SIMM on a custom wave mesh

    Howdy there!! Poet here. I have a mesh that is deforming like a big Tsunami wave with a boat on top.The mesh is made with Ocean Wave Deformer in Houdini with a Ocean Spectrum on top of it. It's a moving mesh with the curves translated that are connected to Ocean Waves SOP. Im not able to get a proper FLIP simm out of it. The velocity kinda goes NUTS. Also it was difficult in the beginning for me to get the shape right from the Ocean Wave to the Flip Tank Initial it would not take the full deformation. Then I fixed it by going in the Flip Tank SOP and adding changes manually. But the Flip issue is still happening. Anybody or anyone if have done something like that I would be very grateful if you could give some tips. On that same Ocean Wave Foam is also done and looks pretty good. IMP: It's a production file so I cant upload it.
  12. How to make popaxisforce 'follow' the emitter

    Back here again. Trying other ways. Understood the issues found.
  13. How to make popaxisforce 'follow' the emitter

    Hi there!! If you have the transform animations from the ship you can "Parameter Reference" those to the "Pop Axis Force"'s "Center Channel" and offset them a bit using adding or subtracting values. Then the force will follow the emitter or locator object. It would be my way of doing. Peace.
  14. Krakatoa type effect with POP in Mantra

    Thanks Moasib. It's been done already. I figured either go for Wedge or procedural shader while rendering. But I got what I wanted. Peace.
  15. Shading Point particle using Mantra

    Is there a specific shader that I have to use to render points using Mantra??? The output I am expecting is sort of like Krakatoa. Is there is any shader then which one?? Thanks.
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