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  1. Interactive Volume or Sculpted Smoke?

    I would sculpt it in sops and then to make it move, react I would use a few microsolvers in dops. Have a look at this sidefx video that should put you on the right path. "Building Fluid Solvers from Scratch" :: http://www.sidefx.com/index.php?option=com_content&task=view&id=2185&Itemid=226
  2. Awesome work Do you know which company did the lava creature in the trailer shot ? Is that method too ? 1'53 to 1'56
  3. split expression sop

    Use a color map vop, the texture vop is not available inside a vopsop
  4. how to keep the smoke continuously?

    Actually to get the subframes you just need to append a timeblend sop to your cached particles, and set the frame range, it will create the inbetween frames for you and that should fix your issue. There is no need here to use trail or do complex stuff in dops.
  5. Didn't have a look to your file, but I guess that is because points cloud vops will return P=(0,0,0) if there is no point found within the radius, so if you're using P (ex. for a distance) you will grab the origin. To fix that you have to check if the length of P is 0 and then process your data accordingly. Hope that make sense
  6. Yep, no doc for the feedback sop, sorry. Here is a simple example to understand. //edit: Oops didn't see petz post... feedback.hip
  7. You may also want to have a look at the feedback sop, which you have to install manually, search the forum for "proto install". The feedback sop is basically a sop solver in sops (= iterative sops). Hope that helps
  8. Shader Unwrap

    I case anyone is interested I've found on this page http://3d-dave.com/tutorials/texture-baking-tutorial.html the magic setting. You have to set your filter type (from your texture vop) to 'VEX:Point (nofilter)'. I've updated the wiki with this info.
  9. Shader Unwrap

    Hi, I'm trying to bake shaders as textures, and even when following the advices on the od-wiki (http://odforce.net/wiki/index.php/ShaderUnwrap) I still get black seams along uv boundaries... Does anyone have a good method to do the baking, which has been experienced on different kind of shaders ? Thanks.
  10. How to approach this effect in Houdini

    Have a look at Miguel Perez' maelstrom thread here, hip file include
  11. POP:get an attribute from particle by id in vex

    Yes, but in vop context you can just import an attribute from a ptnumber, not from an id. So I guess the solution is to change the way you copy your velocity to your particles. Not sure to understand how you are generating them, but I think make them inherits the velocity of their parents/emitters at birthing time should be easy. How are you emitting them ? And the other but heavy solution is to do your particles simulations either with the feedback sop or within the sop solver to have more options than in pops...
  12. POP:get an attribute from particle by id in vex

    What about using the sort sop to set your point numbers to your ids... This will works if your number of particles is always constant or increasing, no particle kills...
  13. Grocus

  14. stick one to another

    I believe your eye brow is done on a rest position for your body ? Try a lattice sop with your eyebrow on the first input, your body in rest position in the second and your animated body on the third. set the lattice sop to points...
  15. Change point numbers to particle id

    Use a trail sop and let the result type to preserve original. Then append a add sop and go to Polygons-> By group. set 'Add' to by attribute and set the attribute name to id...