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Everything posted by Fireandsmoke

  1. Hi, I've been struggling to work this out for hours, wondering if somebody can put me out of my misery and give me some direction. I basically have created a simple solver setup which grows a wiggly line using an Add and randomly transforming the position of the last point on the line. I'm trying to copy this wiggly line to points using a Copy to Points and For Each loop, but can not work out how to get the randomness of the line be different for every copy. I thought maybe I could create an attribute based on the iteration value which could be used as a seed, but it's not working for me. Would really love some input on this, Thanks a lot, much appreciated Growingline_Solver.hiplc
  2. Alembic geo not working with Boolean

    It was the conversion to poly that I was missing, thanks so much.
  3. I'm playing with this volumetric video capture (a mesh I'm importing as an alembic file - download at the bottom of this page http://www.depthkit.tv/demodata/) I'm trying to create a layered outline effect intersecting a stack of grids with the model and using the Seam operation of the Boolean SOP, but none of the boolean functions work with this mesh at all. Are there rules as to what kind of files play nice with the boolean sop? I tired exporting the alembic as a .bgeo but same issue.. Cheers
  4. That has worked, thanks very much!
  5. Hi, A little similar to a question below in this forum, I am trying to import a photogrammetry capture OBJ from Reality Capture into Houdini. The OBJ comes with 34 image texture (UV #1-6), each separated into multiple images, for example: u1_v1.jpg, u1_v2.jpg, u1_v3.jpg u2_v1.jpg, u2_v2.jpg, u2_v3.jpg u3_v1.jpg etc etc... Can anybody shed some light as to how I import a texture like this into Houdini? Thanks kindly
  6. Ink FX

    Thanks for clearing that up eetu. Had me well confused at the time! Really like your blog, thanks again.
  7. Erode text into smoke

    Hi, I'm trying to work out how I will erode a 3D font into a smoke effect. I cant find any tutorials online other than VAROMIX's disintergrate geometry tut, which is great, but I dont want to wipe my text away with a boolean intersection like that. I'd prefer to have it erode away with a noisey pattern. What would be a basic approach to this? So far I have made an animated noise map in COPs which I send to my shaders opacity channel, so I get an animated dissolving object. That works ok, but how would I now get my smoke particles to birth from the corresponding areas as they dissolve? My newb guess is that I need to use the noise COP to also drive an Alpha in a point VOP, but I'm struggling to work it out.. Any advice much appreciated, thanks a million
  8. Hi, I'm using redshift to render a camera moving through some clouds (static). The clouds are imported with a File node, as they were previously cooked out to disk. The volume is a reasonable resolution (vdbs are around 300mb each and Im loading 2 of them). I import the clouds with separate File nodes, and render using one RS light. The render itself is fast but at the start of every frame, it goes through a "extracting object/...filepath.vdb" process which lasts for > 10 minutes per frame before each frame renders. What is happening here and is there a way I can reduce this time? Also tried loading .bgeos and have the same problem. Cheers for any advice
  9. Great Tip, thank you! Agreed that a custom color to stand out would be very helpful.
  10. I've been doing some basic playing with particles by turning a grid into particles with some wind and curve forces. I like the look where I set the pscale to very small and push the count into the millions. But I find that particularly around the edges of the particle system it looks very flickery and noisy when rendered. I've been rendering in Mantra with fairly default settings, and usually 3*3 samples. I understand that my particles are probably only one pixel in size each and there is plenty of movement in my system, but wondering if there are any tips on making the particles look more cohesive as a whole rather than so noisy. Thanks for any advice
  11. Ink FX

    Thanks again Valdez, that explanation makes sense. What I was wondering though is in Eetu's .hip, how did he match color to ID because he did not do the same method as you suggest. He did not enable ID in the attributeCopy Dop, Attribute to Match. How else was it done?? I went through his project file many times but couldn't work it out.
  12. I have temporary access to a computer on loan which I'd like to run the second seat of the Indie License on. But I want to know if I'll be able to remove the license and transfer it onto a different machine once I have to give the loaner back. Anybody tried this yet and know if it's possible? Thanks
  13. Ink FX

    yes! Thank you that worked! Thank you so much Valdez, your help is greatly appreciated. The reason I did not find this is because eetu's project does not contain this setting. So Im curious how is he matching those IDs?
  14. Ink FX

    Thanks for the reply Valdez, I've just spent another hour combing through eetus hip, inside the attributefrommap SOP and then inside the VOP SOP, comparing to mine and cannot see where or how this matching ID exists. Would you mind kindly explain the steps precisely in this part? What do I need to do to match by ID? Thank you so much for your help, sorry for being so ignorant
  15. Ink FX

    For such a simple little effect this is giving me no end of headaches as a newb. I have tried to copy eetus example in making my own, but getting this problem where the texture scrambles after a few seconds. Any ideas? I'm lost!
  16. Ink FX

    Ah I've worked this out, I had removed the Bypass on the FluidCompress. Why was the fluidcompress bypassed?
  17. Ink FX

    Thanks eetu and vhalldez. Im opening Eetu's .hip but not seeing the colored image in the liquid, and wondering what is wrong.. I'm noticing that at the particlefluidsurface node the geo spreadsheet is showing the Cd attributes to all be at 1.0. Shouldn't the values from the attribute copy prior be transferring thru to this node?
  18. Liquify paint effect

    Very helpful, thankyou Atom!
  19. Liquify paint effect

    Hi, I'm fairly new still to Houdini and was wondering if someone might be able to give me a nudge in the right direction as to how to approach an effect. I want to try to liquify a painting as it hits an object, such as a groundplane, splashing apart into its various colors. At the moment I've been trying the FLIP path, creating a thin box and turning into a FLIP object, removing default water shader and then using a Attributes from Map node at the end of the flip sim to apply colors from a map of the painting to the points. This seems to work ok, the painting maintains a recognisable image as it splashes apart. But to get the painting to appear at a high enough resolution I have to push the point count quite high. I would prefer to be able to use an actual hi res texture map and keep the splash geometry reasonable. Can this be done? Or can you think of an altogether more sensible approach? The other thing this method does not currently achieve is any kind of separation or blending of colors, it simply pulls apart and warps the existing map. I acknowledge this would probably be a separate process applied to the painting texture, but would be interested to know if there's any cops nodes which might help with this warping/bleeding of colors in a 2D image. Sorry bit of a rambling question, but curious to hear any thoughts on any aspect of it, Much appreciated
  20. Liquify paint effect

    I found this topic https://www.sidefx.com/forum/topic/28148/ from 2013 in which Peter Quint states that there is no simple way to approach this, do we know if this has changed in the last 5 years? The reference video provides a great example of the kind of effect I'm trying to achieve..
  21. Turn photograph into whispy smoke

    Thanks a lot Chris, that really helped me out. It was the attribute from map node which gave me the missing link. Cheers!
  22. Turn photograph into whispy smoke

    Hi, I'm fairly new to Houdini and was wondering if anybody can recommend a tutorial which could get me on my way creating an animated effect which dissolves a photo mapped to a grid into whispy smoke or ink. Something like the image in the attached video. Or alternatively could suggest a basic workflow just to get me started. Thanks kindly for the advice.
  23. Hi, I'm fairly newb so excuse if this is a dumb question. I'm wanting to copy, for example, boxes onto the points of a grid using a copy stamp. It seems that the boxes are centrally aligned with the point on the grid. But what if I want the boxes to be copied so that they sit with their base aligned to the point, rather than their centre. If I add a transform to the box to adjust its pivot to its base, this does not seem to effect how it is copied to the grid. That is a simple example, but the basic question is just how do I affect an objects pivot so that this carries through to the way it will be aligned to points on a copystamp. Thanks for the advice
  24. Pivot point of copied object (Copy Stamp)

    Thanks for that, I see. So to clarify, it appears that the copy stamp uses origin in world space (0,0,0) as the pivot point for the copied object, and that rather than changing the objects local pivot point, we need to move the object around in relation to (0,0,0). Does that sound correct? Cheers