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IhabAli

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IhabAli last won the day on May 24 2020

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About IhabAli

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    Ihab Ali
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    Canada
  1. Nuke from TOPs generic processor

    Hello, Does anyone know how to appropriately run Nuke in execution command line mode(-x) from the TOPs generic processor? On my end running 18.0.391 the tasks keep failing but the log shows nothing expect the typical Nuke command line startup messages(version and build information and nothing else). When I wrapped the Nuke command line in a shell script and ran than I see that I'm getting a segmentation fault I'm assuming from Nuke and that's why the process fails. Any ideas?
  2. Hello, I'm looking for a way to essentially implement texture baking in SOPs. I came up with the attached solution using uvsample on a map loaded to a grid object where each point represents a pixel in the desired texture resolution. For some reason this simple approach seems correct to me but doesn't work. Any idea what I'm doing wrong? Projector.hipnc
  3. Streaky Portal Effect [SOLVED]

    I'm putting this out here since this thread keeps going off topic I managed to recreate the fine hair like tentacle details by dividing the simulation into much smaller segments, using much smaller noise scales in the pattern driving the attribute based emission of the flip fluid. With a bit of tweaking on the viscosity and the simple custom cooling wrangle(see my original file in this post), the smaller segments are able to consistently hold hair like details as the flip fluid breaks under the turbulent forces added to the solver. Next I implemented a simple looper for the simulated segment by just cross fading the particles' alpha(or any arbitrary attribute that would eventually drive opacity in the shader). Replicate these around any shape(example below using a for loop, copy transform, and some iteration based instance randomization for time offset). The results below are rendered in Renderman. Obvisouly this is based on a single simulation run but much better results can be achieved by running and looping multiple independent simulation seeded differently. This is a perfect application for PDGs. I ' ClusteredSim.mp4
  4. Streaky Portal Effect [SOLVED]

    Thanks @Atom, I know how to build it, I was just being lazy I'm still working on a customization in the vellum solver for wire breaking in an attempt to create even more fine details. Nice tutorial BTW!
  5. Streaky Portal Effect [SOLVED]

    @Librarian my setup was shared from the very first post. I’ve just been tweaking parameters and resolution
  6. Streaky Portal Effect [SOLVED]

    Nice @Atom, looks very similar to the inner layer. Are you using smoke only or still running the wire sim? I'm getting very close to reference with my custom FLIP solver. If you want to share your file I can combine the two EvilPortal test.mp4
  7. Streaky Portal Effect [SOLVED]

    Nice! I’m trying to see if combining my original flip setup and a Vellum based wire solver would get closer to the reference.
  8. Streaky Portal Effect [SOLVED]

    Thanks @Librarian. Yes 3 layers 2 of which are fairly simple to analyze and implement(the smoke like ring pushing outwards and the red firey "energy" pushing forward). The black streaky hair is what I've been asking about. Advecting particles by VDB is essentially why I decided to go with FLIP just so I don't have to implement things like velocity field smoothing and viscosity from scratch. Basically the "hairs" are behaving like particles driven by a non-divergent velocity field because of the way they fold and swirl around(at least that's what I think). Pyro won't be sufficient on it's own because of natural diffusion that occurs from non-divergent projection in the velocity field and particles would be the way to maintain details. I understand all of that and my conclusion was just to use flip because it's basically a combination of POPs and Pyro. I've posted my simple implementation of a customized FLIP solver to show how I was approaching this effect but I'm struggling with the LOD. I'm specifically looking for techniques or idea to achieve hairy streak like patterns in FLIP or otherwise a completely different concept of achieving dynamic abstract hair like patterns I guess. Thank you once again @Librarian!
  9. Streaky Portal Effect [SOLVED]

    @Librarian this looks like a simple pop simulation driven with some turbulence source point velocities. Not really related to the video reference I sent. I appreciate your help but I'm looking for a way to achieve the level of complex details while maintaining the fluid like movement of those hair like fluids. Anyone else?
  10. Streaky Portal Effect [SOLVED]

    Getting closer to the reference using flip and attribute controlled viscosity. The tentacles in my setup seem a bit bloby, more like liquid than hair. Do you guys think the insane amount of tiny strands like in the reference is a matter of increase the flip resolution? Do you think with the basic dynamics in place the rest of the fine details are shader based? I've attached my setup in case someone is able to improve on it and provide some guidance on how to get more hair like details in the FLIP sim. Appreciate the feedback!! Stringy2.mp4 lavabased.hiplc
  11. Streaky Portal Effect [SOLVED]

    Thanks @Librarian. Not sure how the spherical force applies to the stringy fluid like effect in the reference. Perhaps I missed something in the file? The spherical trailing pop sim is very cool looking btw, so thanks for sharing anyway!
  12. Streaky Portal Effect [SOLVED]

    Hello All, I'm trying to achieve the same effect of the attached portal reference video specifically the hair like edges shown in the below screenshot. can achieve the general fluttery movement in a pyro but the core of the "stringy" edges appear to behave like a violent FLIP splash. The closes I got was advercing a POP sim with velocities from a fluttery smoke sim and applying POP fluid and converting the particles back into a fog volume with some velocity noise and velocity motion blur but it just doesn't look nor move right(see stringy.mp4). Any advice or recommendation would be highly appreciated!!! Video Reference for the Effect: effect.mp4
  13. Python from Gplay?

    Is there a way to run python inside a gplay session? I'm exploring an idea that requires UI events in gplay to generate simple viewport transform information in order to automate some tasks in Houdini(e.g. using python to recook a pdg network). It doesn't even have to be gplay, I'm just looking for a way to launch the houdini viewer port to view a scene file and for example upon closing the viewer it would force recook a PDG or run a script in houdini passing on the last viewport transform information.
  14. Pyro solver w/Feedback collision

    Hello, Any idea what is creating the collision surface seen by the pyro or smoke solvers when used in conjunction with the bullet solver in a mutual relationship and feedback forces are turned on? I'm trying to debug the collision shape that appears when I turn on feedback and it doesn't seem to be coming from either the bullet or pyro/smoke solver streams. I've attached a simple scene to illustrate. windtunnel.hiplc
  15. Hi, Wondering why when the an incoming velocity field to a dop simulation doesn't "move" while being self advected unless there is a project non-divergent in the sim. In a barebone smoke sim, I can advect incoming scalar fields using a velocity filed imported from SOPs, but when I try to advect the velocity field by itself, the velocity field doesn't seem to move inside the smoke object container. Regards, IA
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