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zbugni

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About zbugni

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  • Name
    Connor Bugni
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    Texas, US
  1. ^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
  2. Periodic Flow Noise in Mountain SOP

    That did the trick, thank you!
  3. 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!
  4. 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
  5. 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
  6. 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
  7. 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
  8. Thin/Wispy Smoke Rendering Pixelated

    Thanks, that solved the problem! Didn't expect it to be so simple
  9. 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
  10. 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
  11. @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?
  12. @DonRomanoThank you, I used the process shown in the whirlpool example from the video to make a custom whitewater source. Not a fantastic render, but the idea is working. It just needs more whitewater all around, and I'm not sure what parameter I could change to achieve this.
  13. Hello everyone. I'm trying to make a simulation of a fire hydrant spraying water at a high velocity. I'd like my effect to look something like this: FireHydrant1.jfifFireHydrant2.jfif I have the FLIP fluid behaving how I want it to, but the water looks too clear. I would assume that whitewater could fix this. However, I don't know which settings I would need to change for the whitewater to encompass the entire fluid shape like it does in my reference pictures. When I use the shelf tool, whitewater is only produced on the leading edge of where the water is first sprayed, like this: I don't really know where to start, and would appreciate feedback from anyone with more experience. My .hip file is here: HydrantHelp.hipnc
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