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About zbugni

  • Rank
    Peon

Personal Information

  • Name
    Connor Bugni
  • Location
    Texas, US
  1. This is an awesome setup that gets me inspired! But yeah, I have no idea how to get the result I want in a shading context. I don't actually want to move the pig head physically. I just want it to always be visible, even if it's behind an object in space.
  2. Hey everyone, basically what I have is this: and what I want is this: Obviously, it looks like I could just move the pig head up in space haha. But I have a more specific case that requires the pig head to be visible through the plane giving the ILLUSION that it's on top of it. Put simply, I want the pig head to always be drawn/rendered on top of the plane, regardless of depth/occlusion. It's really easy to achieve this with compositing, but I'm hoping to pull this off at render time using materials in Mantra. I'm open to some complicated node setups (maybe turning the plane transparent wherever the pig head is behind it???) But hopefully it's just an easy setting that I've missed. Thanks so much in advance!
  3. At 13:52, this video briefly glosses over using simple geometry to add temperature to a specific area of an explosion: This is pretty much exactly what I want to achieve. The setup looks simple enough, except for an attribute wrangle where he doesn't show what's happening. Does anyone have any idea how he might be doing this? (Any other methods are welcome too!)
  4. Randomizing Vellum Instance Objects

    Yeah, I'm using DOPs so I can create instances indefinitely! I don't think that can be done in SOPs
  5. ^This is what I'm going for. I'm trying to follow the guide here: https://www.sidefx.com/docs/houdini/character/kinefx/retargetcleanup.html , specifically Example 4: Making a character appear to move and balance on a platform. However, the character seems to be doing almost the opposite of what I would expect. The feet stay planted on the platform, but the upper body leans into the motion even further rather than leaning to counterbalance the lower body. The guide's setup seems very straightforward, and from what I can tell mine is essentially the exact same. I've tried switching out the character, but haven't gotten better results. Is there something I've missed? (The model is Passive Marker Man from Mixamo, but I don't want to upload it for copyright reasons. You can just switch out the model with any rigged fbx though, and reselect the foot joints in the deletejoints1 and fullbodyik1 nodes.) Balance.hipnc
  6. Periodic Flow Noise in Mountain SOP

    That did the trick, thank you!
  7. I'm following this tutorial by Entagma, which involves using an attribute noise set to periodic flow to create a tiling pattern. The settings he uses are shown at 5:20 in the video, and the resulting geo can be seen at 11:25. However, Houdini 18.5 no longer includes periodic flow noise. I've noticed that it is included in the mountain SOP now, but even when I match his settings exactly, my results look bizarre and inorganic: In the documentation for the mountain node, this is the image associated with Periodic Flow Noise, but I can't get mine to look anything like that. https://www.sidefx.com/docs/houdini/nodes/sop/mountain.html (and here's the web page that includes a little description). Does anyone know what I could be doing wrong? How can I make my noise look more like that from the Entagma video or the documentation? Thanks very much in advance!
  8. Randomizing Vellum Instance Objects

    Thanks, that's exactly what I was trying to accomplish! I did go back and find a way to do it in DOPs if anyone else is interested. VellumInstancing_02.hipnc
  9. Hi everyone. I'm trying to create a setup that instances a few models randomly as vellum soft bodies. I want them to spawn four at a time, every twenty or so frames. I'm almost there I think- however my current solution involves using a switch that picks a random model based on time, so I always end up getting sets of four of the same model for every round of instancing. I feel like the solution should be relatively simple, but I don't mind changing my approach significantly if it's necessary. I've attached a .hip file and an image. As you can see in the picture, there are very obvious groups of objects that formed at the same time: VellumInstancing.hipnc
  10. Hello. I'm making a simulation of dripping candle wax, and I'd like the droplets to start out watery and transparent but become opaque and waxy as they solidify. For reference, see the puddle of wax pooling around the flame compared to the rest of the candle. To do this, I am using a custom temperature attribute, which is bound to the transparency and roughness values on a principled shader, like this- For the most part, this gives me the effect I want. However, in areas where the temperature approaches its maximum value (100), the material looks black and burnt. Does anyone know what could be causing this? It's frustrating, because I very nearly have the effect that I want. Any help would be greatly appreciated! Here's my project file: CandleWax7.hipnc
  11. Hello! I'm following this tutorial: and have been getting similar results up until around 22:10, when my simulation behaves entirely differently. My worm just goes flying. I've messed around with the values in the set_force attribute wrangle inside the sop solver, but can't seem to get anything like what he is. Obviously it's working to some extent, because a force is being created. I'm pretty sure I did everything the same as him... can anybody help me out? Here's my file:Larva2.hipnc
  12. Thin/Wispy Smoke Rendering Pixelated

    Thanks, that solved the problem! Didn't expect it to be so simple
  13. Hello. I'm following this tutorial: https://pepefx.blogspot.com/2016/04/cigarette-smoke.html and I've managed to get essentially the result that I want. The one thing I'm stuck on, however, is rendering. His results look fantastic and smooth, but mine are coming out pixelated- compare this:to this: It seems to be more pixelated in less dense areas, but increasing the density doesn't seem to remedy the problem. Does anyone have ideas as to what else I could try? Here's my .hip file: WispySmokeHelp.hipnc
  14. Hopefully this will be simple, but I'm having a hard time finding a solution. I have a simulated vellum string that's pinned to an animated point at one end, while the other end dangles freely. I want to "ignite" the string by having it disappear progressively starting at the free end (I think I already figured this out; All I have to do is animate the First U in the Carve node). However, I'd also like to have a particle emitter travel along the string at the same rate that it disappears, spitting out sparks to enhance the burning effect. How could one achieve this? In case my explanation wasn't clear enough, I drew this picture: And I included my .hip file. LitFuse.hipnc
  15. @Diego A Grimaldi That's a fantastic idea that gives me the exact effect I wanted! However there's one problem I'm having: In the video I'm making, the water starts spraying from the hydrant at a rapid rate, then slows down and eventually stops. So the water wouldn't be all white the entire time, only in the beginning. Maybe I could just have two copies of the fluid object, one shaded as whitewater and the other as regular water, then just fade the whitewater out?
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