# REC

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5

1. ## Exclude object from Z depth pass

Hi, can you explain in more simple term how to achieve this ? Thanks
2. ## Animated geometry based Vector Field?

I am following along with this tutorial (link below). "geometry based vectorfield shaping" ......I have adapted the setup to be able to use with a flip sim. It works really well. I want the flip particles to be attracted to the object continuously.FILED_TEST.hip How can I use a animated object in the vector filed. I have attached a striped down file it anyone has a sec to take a look. I also looked into using a velocity volume but I am not sure how to use Add Object Motion? Tut https://vimeo.com/175936039 Thanks R
3. ## Flip inherit velocity H17 - Beginner

I have added a point velocity sop after the Flip Source (create surface). The velocities are going all over the place seeing that the Flip Source is changing frame by frame. If I bump up the frame sample to 10 in the point velocity sop I get a fairly stable velocity but there is still some movement from deforming Flip Source. I think I will go with this for now. Scene file attached. I have also taken a look at example file below but this is super slow and still using the old fluid source. This is a bit over complicated for what I need. http://www.sidefx.com/docs/houdini/nodes/sop/trail.html SpinningFlipCollision Example for FLIP Solver dynamics node Any advice on doing this better will be much appreciated, test_vel_upload.hip
4. ## Flip inherit velocity H17 - Beginner

What is the best way to add velocity to an Alembic (animated) flip object? I want my flip particles to be advected as the object moves. All tutorials I look at are using H16. I know there are a few threads about the new workflow in 17 but I can find one for flip. Any help will be appreciated. Thanks
5. ## Pyro Shader - Octane Workaround

Hi, How can I use the rest fields from pyro in Octane? I would like to add noise/detail in the shader of the smoke. I can't seem to see any noise available in the medium volume shader in Octane. I see that you can use the Pyro shader/ Pyro noise inside a Volume VOP but I have no idea how to wire this up. Any advice would be much appreciated. R
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