Jump to content

IhabAli

Members
  • Content count

    12
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About IhabAli

  • Rank
    Peon

Personal Information

  • Name
    Ihab Ali
  • Location
    Canada
  1. Hi, I have a file cache in a scene and for some reason when I try save to disk in background it terminates prematurely without writing any files. When I run it using “save to disk” it works perfectly fine. How can I find out what's happening when it's running in the background? are there any log files produces for the “hbatch” command? Regards, IA
  2. Vellum intersections upon instancing

    In case anyone is interested this is my temporary fix to the issue so that my patches don't stick together: I added a pop wrangle node after my vellum source to make sure this is the last step of the sim. Inside this is what I have if(@overlap_self>0&&@overlap_self<999) { @disableslef=1; } else { @disableself=0; } basically disables self collision if an overlap is detected...at least this is how I understand it. it seems to work..
  3. Hello, i have a setup using instancing from the vellum source node. I’m essentially using single point each frame to instance a vellum patch. The trouble is, if the instance happens to be created intersecting with an already instanced patch the they seem to weld together. It’s not actual welding but I think the collision algorithm just gets confused and keeps the overlapping surfaces stuck together as it tries to minimize intersections between the pscales of these points. Is there anyway to resolve that?
  4. Hi, Struggling a bit to understand what's going on with quaternions and rotations but I'm basically trying to get a particle to point at its direction of motion in general but to constantly rotate around a certain predefined local axis. In the attached example I'm establishing orientation based on the velocity and setting up constant rotation relative to an object's coordinate system. All seems fine until the particle changes velocity using the pop wind. Not sure what's happening with rotations at this point, it seems to be working but things seem to jump abruptly at certain points. I'm guessing this has to do with matrix rotations but I'm not sure I fully understand the issue or how to fix it. particledirection.hipnc
  5. Sweep multiple curves?

    Your example sort of shows what I'm talking about but imagine the cross section wasn't a simple circle, what if I wanted to sweep the cross section formed by the two shapes below along a curve/line? The second image is basically the outline of the shape after individually sweeping/skinning but I need to somehow procedurally bridge the outer and inner walls. My boundary edge group->polybridge trick no longer works in this case because the edges don't match between the inner and outer wall(as seen in the 3rd picture).
  6. Sweep multiple curves?

    Hi, I'm new to modelling in Houdini and I wonder if there is a straight forward way to sweeping a cross section made of multiple closed curves to essentially create a thick and concave cross section. So for example sweeping two circles on a line to make a tube with thick walls. In C4D for example, connecting two such closed curves and running it through the sweep would automatically do that but in Houdini the only way I'm able to do that is to sweep each curve separately, create boundary edge groups for each resulting skinned sweep, then polyfill between the boundary edge group. Seems like a lot of nodes for a simple task Regards, IA
  7. Fuse SOP 2.0 No unique?

    How did I miss that!! thank you!
  8. Hi, In H17.5 the fuse sop has been replaced by a new one that doesn't have the unique tab any more. Any ideas on how to recreate the same feature using other SOPs? basically a way to split vertices that have common points and generate new points. Regards, IA
  9. Hello All, I know this probably doesn't exist, but I have an algorithm that can be implemented a lot more efficiently if I'm able to write data to voxels other than than the one the current voxel in a Volume VOP/wrangle. We can obviously sample other voxels from any file or volume primitive but how do we write to these voxels?? My current solution is to create another volume of identical size and resolution and use it to "mark" that the primary voxel needs to be modified, obviously this decreases the efficiency of the code as now I'm iterating across all voxels twice. Rega
  10. Hello, I can't seem to find a recent posts on this topic. I'm on a macOS 10.14 and while it's not a big deal I notice that launching the image viewer or mantra from Houdini takes abnormally long amount of time. It's about 15 seconds to open the image viewer to run the flip book and similar for Mantra to generate the scene(and I'm talking empty scene or very simple one with a sphere and a light). Once Mantra generated the scene or Image Viewer are launched the response is instant. Like I said not a big deal, but I'm considering dropping C4D from my workflow and moving to Houdini for everything, I just wonder if there is some settings I need to mess around with to get things to be a bit more responsive. Thanks!
  11. simple large scale smoke plumes

    thanks but I guess I know how to create a smoke simulation, what I was looking for was guidance on how to get this nice curly smoke plume force that's very obvious when you look at how the smoke is forming. Gas turbulence seems to create velocity vectors that push the smoke away from it's original path in a a stringy motion (curl size affects the curves of those strings). What happening in the reference seems to be more of curling in place. I thought vortex confinement can help but I'm not sure how to control the size of the vortices that form. The reference smoke seems to build up and billow where as even with the billowy smoke shelf tool for example, the buoyancy seems to push the density field fast causing streaks. If the buoyancy is set too low, the billowing effect doesn't form.
  12. simple large scale smoke plumes

    Hello, I spent a very long time trying to figure out how to create a simple large scale smoke plume effect like the one in the attached file. I've tried many things like playing with custom divergence fields, different turbulence scales, different layers of disturbance, different cooling rates, and obviously changing the noise scale and speed of noise animation on the source and turbulence. I get a very stringy behaviour in density close to the source due to the buoyancy from temperature and especially when using wind I get a lot of streaks. I tried doing the simulation at low resolutions to get the general shape right then doing an upses simulation to add the high-frequency details among other things. I'm not really sure what I'm missing ut most of my results look like the attached picture. I would really appreciate any help on advise on how to approach creating this look, also if you know if any tutorials out there(free or paid) I would very much be interested. Thanks, Ihab Straight_Smoke_Plume_2_0764_2K.mp4 ---reference video What I'm usually ending up with what I want to achieve
×