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Mael_P

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About Mael_P

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    Peon

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  • Website URL
    http://maelpichois.fr/

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  • Name
    Mael
  • Location
    Strasbourg
  • Interests
    working on Kin damn those effect :O
  1. [SOLVED] Determining a volumes max velocity

    Thanks !
  2. Hello ! In order to setup my different Disturbances and Turbulences inside of a smoke simulation, I'd like to know what range of velocity I'm dealing with. How would you guys do that ? If you have the proper method to do that just ignore what's under. The sim is already cached (density, vel, rest, rest2). What I'm doing for now : When looking at the node info there is vel.x, vel.y and vel.z. I don't understand why but I've read that these are scalar values and has to do with how Houdini works so why not. I don't know how to inspect this volume further than that since it's a volume the Geometry Spreadsheet doesn't display anything. And when I apply a VolumeSlice I get 10 different vel attributes per point. vel[4] matches vel[7], vel[5] matches vel[8] and vel[6] matches vel[9]. But not the rest of the values. This is very confusing to me.
  3. It's solved sorry for bothering you. Low disk space was messing up my renders but now everythings fits together nicely.
  4. Thanks for your advices ! I've been working on removing the artefacts and I finally found that they exist because I was writing "* ^object_name", if I manually put all the names, the render is clean. However there is a problem with using phantom, the smoke that's being generated inside the building is shadowed by the building, meaning a part of it is rendered black...
  5. Thanks a lot for your answer ! Alright I'll try to see if something specific is causing these artifacts. My overall question was more : is the method correct ? I have absolutely no idea how pros handle this specific part of the work (preparing different renders to sent in comp). Sorry I meant applying for studios. I don't have a job yet and this project is (I hope) my key to enter the market.
  6. Hello This is the most heavy project I've ever done by far. https://streamable.com/6hax5 If you have any comment or critique please go ahead !
  7. Hi everyone, I've been working on a scene for a while and I'm almost done. This is the first time I'm wrapping up such a big project so I don't really know how to get the renders I need. This is the project I'm working on : https://streamable.com/6hax5 Any comment about the project itself is more than welcome, I'm hoping this could get me a job so if you have anything to say that could help please share. And this is what I need to go to the next step which is compositing, and later on be able to make a breakdown like this one : https://vimeo.com/65050470 What I'm asking here is : how do I render all these different layers ? I've tried putting one object at a time in the "candidate object" of a mantra ROP and "all but [that one object]" (* ^object_name) in the "forced matte". That was the logical thing to do in my mind because it would render only one object and if something is in front of it the alpha would mask it. It kinda works but does some weird artifacts on some renders. Side note : I'm limited by computer power. The render of my project shown above was done in 15 hours and minimal quality (is that fine to send to studios ? do they care ?). I don't mind letting it run a few days but I have to make sure everything is set up perfectly. I say that because I have a side question : does multiplying the number of "render layers" (mantra ROPs) also multiply the time it'll take compared to if I grouped stuff together ? Should I check out renderfarms ? Thanks for reading, Peace !
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