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sipi last won the day on June 8

sipi had the most liked content!

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About sipi

  • Rank
    Peon

Personal Information

  • Name
    Sipos Attila
  • Location
    Hungary
  1. Retimed smoke sim flickering problem

    Thank you! I saw this. He's showing only some basic methods, which can help in certain cases, but the bottomline is that there are situations where you simply can't solve the emission flickering in post, because there's no perfect solution so far.
  2. Retimed smoke sim flickering problem

    I also have problems with retiming a pyro sim. Emission is flickering like hell (see the attachment). I use 1 retime node after the dopimportfield node, speed is set to 0,2. Is there any solution for flickering emission? retime_flicker.mov
  3. There is no blue artifact on my side. (19.5.403)
  4. Hey everyone, Is there a technique to prevent self intersection when you apply position noise on a geometry?
  5. Not for me, unfortunately.
  6. Cosmic Web

    I came up with another solution using pcopen in a solver. It's a bit unpredictable, but I found the result pretty and interesting. There is a hip file if anyone is interested.
  7. Cosmic Web

    @Librarian Thank you!! This is really useful. God bless you!
  8. Cosmic Web

    Hey everyone! How would you create this shape in 3D? https://www.universetoday.com/wp-content/uploads/2020/03/cosmicvoid-1280x720.jpg https://scx1.b-cdn.net/csz/news/800a/2016/blackholesba.png I saw Kate's video series on it, but the result is far from this. Any idea?
  9. Guided Ocean vs Wave Tank?

    According to my understanding only Guided Ocean what is really spectra driven. Wave tank only uses spectra to initialize the waves, but "after the initial frame, the simulation will begin to deviate from underlying ocean spectrum." At least I think that is REALLY it. I mean it's not a trivial thing
  10. Guided Ocean vs Wave Tank?

    To me this made it clear: https://www.sidefx.com/docs/houdini/fluid/oceans.html
  11. How to get donut sprinkle fx using pop

    Here is a nice tutorial about donut modeling. He managed to achieve a pretty decent result without any simulation. https://odysee.com/@konstantinmagnus:5/houdini-tutorial-procedural-donut:8
  12. Instancing tree leaves?

    Hello Michael! I'm very interested!
  13. How to get donut sprinkle fx using pop

    Do you want something like this? Also, you can simply paint a `density` attribute and scatter points onto the donut based on `density`, set rotation and pscale attribs, then copy the sprinkles to those points, without any simulation. POP_Sprinkle_Odforce2.hiplc
  14. [SOLVED] Tree Sim Deform

    Ok, I think I finished this. If anyone is interested, the hip file is available below. I hope it could be instructive for beginners. I added leaves, they can have a general motion (breeze), and you can add another wind based on the tree motion (length of averaged velocity). I discovered that Bone Deform is way faster than Point Deform (it was realtime for this tree), but Point Deform is more accurate. My setup includes both, I use Bone Deform for previewing, you can just switch. The wire sim is realtime as well, and cooking everything with leaves and with little branches was around 3 fps on my shy laptop without any pre-caching. (I think it's not that bad.) Actually the leaves part could be better, for example right now leaves don't orient themselfs according to the direction of the wind... so some controlling features like this still would be nice to have. Well, feel free to improve it I would say, theoreatically this setup should work with any tree, bush, plant, etc. created by the Labs Tree tools. The hipfile includes some notes as well, I tried to explain why am I doing what I'm doing. Also, I started an attempt to create a non-simulated tree motion, what I saw in nirfse3D's videos about his Simple Tree Tools. Not really impressive right now... I have no idea how he did it, this approach is getting really slow with more branches Anyway. Best wishes! tree_16.hiplc
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