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haggi last won the day on January 19 2021

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  1. Using TOPS network to cache out multiple sims.

    If I use the sop path /obj/fire_presets1/fire_import/SIM_OUT instead of your /obj/fire_presets1 it works for me.
  2. Sorry for the late reply, I didn't see your answer. If you create a pyro sop solver and have a look at the sourcing, you see that it has an "burn" and "flame" input. The new pyro solver works in a way that it uses a scalar field called "flame" to create temperature, smoke and expansion. And you can add temperature as well. But in your setup, you do not have an flame input and and no temperature input because you do not have a temperature scalar field or flame scalar field in your inputs.
  3. Well, since your smoke color is black and you do not have any temperature in your temperature field or in the flame field, the result becomes black. If you do not need the temperature or flame you can simply set the smoke color in the pyrosolver sop node.
  4. RBD rotation

    I had a quite good result using the popspin dop node with suach an expression: spinspeed *= fit01(random(@id),0,10); axis = set((rand(@id) *2 ) - 1, (rand(@id * 10) * 2) - 1, (rand(@id * 150) *2 ) - 1); it sets an random speed and random axis per particle.
  5. I think I need help to understand the whole pdg process in Houdini. I've done a lot of simpler tasks, doing simulations, meshing, all with static work items. Now I have a more or less simple problem: I have three characters and every character has some props like clothes, shoes, wapons. What I want to do is to do some work with each of these props. The props of every character are packed. And now I have one with 4 props another with 8 props and so on. My naive approach is to setup an top network where I first use a wedge node to iterate over the characers. In a delete node I delete all which are not the current one. Then I unpack the content of this character to get the props and based on these props I want to create new items. In a wedge node I make the number of wedges depending on the number of props in the unpacked character. Now I would expect that the wedge node created a different number of items for every character, but it does not. It always creates the same amount of items. In the images you can see the simple example network and my top setup. It seems that I have a basic misunderstanding of the pdg workflow, maybe anyone is able to enlighten me, thanks for having a look. Example hipfile is attached. What I expect is that the ROP Geometry node writes a different number of elements to disc, first 4, then 6 and finally 8 elements, but it does not. From what I understand the PDG workflow this is called dynamit item creation because I do not know how many items I need later in the graph, but I am unable to create such a dynamic graph. pdgdynamic.hiplc
  6. Nice to see that the good old Maya-rename-preferences-folder helps on Houdini too
  7. Hi, in Maya we created a new OpenGL viewport which simulated a fisheye lens via Viewport2.0 overrides. Is something like this possible with Houdini? The goal is to simulate a special lens type so that we do not have to render the whole thing to check the result. Any ideas are very welcome, thanks.
  8. vdb import into maya looks weird

    Did you assing a aiStandardVolume shader?
  9. Fluids - help!

    Not sure why it worked for him, but if you set the velocity in the sop node vdbfrompolygons1 to point.v instead of point.P it work very much better. In the video you can see your scene with the modified v. tub.mp4
  10. junior reel advice

    Indeed that can be a problem. There are a lot of Houdini TD's with technical skills. If you want to do VFX the most important thing is that the shots should look good and that you can find good references and try to recreate it and go a step further and make look it great. Your helicopter explosion is a good example. It simply does not look like an explosion, it looks like a toy catching some sort of fire. There are a lot of references on youtube or other platforms or in movies. Have a look how an explosion looks like, what happens with the object and how incredible fast it is in the first few frames. The idea of handling a complex shot is good, but I'd concentrate on one shot, e.g. the exlosion or the crash with explosion. One good shot is worth more than a hundred not so good ones. Experiments are nice, but that's something every TD will do and can replicate. If you want to show the experiments, then make a short sequence of 10 secs and make it look nice. If I look for some VFX TD, I need someone who is able to make an fx good looking, not techically correct. It helps nothing if you are technically perfect but the shots needs a lot of iterations because it does not feel correctly. Another example can be fire. CG fire in most cases looks quite wrong because it is too slow, so if you can do it right, you will have a better chance to get a job.
  11. Render a simulation

    To change the resolution go to the camera and set the resolution there, or you override it in the mantra render node. And the colors are defined in an attribute on the geometry. To change the colors you try to find the node where it is done in the fluid source sop or do it in Houdin after rendering.
  12. Render a simulation

    In my file everything is already setup for rendering. Sorry if I did not make it clear. In your scene you can set the display flag to the GUIDE null. And then you can render the geometry, or you simply open my file and render it.
  13. Render a simulation

    Click on the fluidsource node with the right mousebutton and then a popupmenu should appear which looks like the one in the image. There is a menupoint "Allow editing of Contents" at least in my Houdini. BTW. did you have a look at the attached hipfile?
  14. Render a simulation

    I think in this case the easiest way is to click on the fluidsource sop with the right mouse button and select "Allow editing of contents". Then dive into the network and set the display/render flag to the "GUIDE" null sop. fluid_.hipnc
  15. Render a simulation

    Very first result if I search for "render velocity trail houdini" on google: https://entagma.com/colored-trails-point-advection-rendering/