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About Freddo1083

  • Rank
  • Birthday 10/10/1983

Personal Information

  • Name
    David Fredric
  • Location
    Gosford NSW Australia
  1. CloseUp, HiRes Pyro/Smoke renders

    @Atom is there a way to modify the preset smoke object node to include your calculator to save always having to add it in? useful tool.
  2. I took a different approach and found a solution. Sorry for the confusing explanation and thanks for your reply. I was avoiding simulating the bombs actually dropping because of limited timeframe so I was looking for a way to fake it by sequentially activating sources. My solution was to animate a box though each blast site and use boolean intersect so that the geometry source for each bomb blast was only present when intersected with the box. This allowed sequential activation of each site with a delay and was much simpler than what i was trying to do.
  3. I am creating a carpet bombing simulation based upon the beach napalm scene in Apocalypse now. I am setting up sources for pyro and particles and using a POP network to simulate the white phosphorous fuse and white smoke as the initial layer of the effect but I have run into a hurdle with the impulse activation. I have created spheres with animated noise and copied to points along a line. What i want is to cascade the activation of each sphere along the line as though the bombs are hitting the ground at different times. I originally thought of animating a separate sphere along the line, applying a color value of 1 and using attribute transfer to the source points which have a colour value of 0 and then setting the impulseactiveate value (sic mispelt but correct as per houdini tooltip) via a POP wrangle in line after the POP source referencing the Cd.x of the source points but this did not seem to work. @impulseactivate = @Cd.x; Maybe i have made an error as my vex knowledge and POPs knowledge is as a student very new. The only other method i can think of is to create a group for each sphere and then run a separate POP network for each sphere and keyframe the activation. This is very time consuming and I was wondering if someone would be kind enough to offer some advice on how to achieve what I need.
  4. Help with growth propagation in Houdini 17

    Thanks heaps =) very much appreciated
  5. Hi, I'm a relatively beginner houdini user but I'm using tutorials and guides and cgwiki to get the hang of things and i believe i have a hang on the workspace, UI and scene setup. I'm studying growth propagation for its applications in vfx for growing stuff on surfaces or procedurally morphing geometry for things like organic decay. I was watching and following one of Ben Watts tutorials which uses an attribute VOP using pcopen and pcfilter inside a SOP solver on 2 differing density scattered points over geometry. The result is a growing point cloud that propagates over the surface of initial geometry by finding the lesser number of intial points and comparing adjacent points and accumulating and applying attributes to adjacent points over time based upon a growing field. I have included the link to tutorial below for reference. When i tried this in houdini 17 the SOP solver refused to function. I checked that the scene was on auto update and simulations were set to run so I am wondering if there has been a change in workflow in the latest version and if so could someone help me work out where it has gone wrong and how to fix to get it working. If required I can upload a scene file. I was also wondering if anyone has links to similar examples of growth propagation. Regards David =)