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Mildly Confused Kiwi

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About Mildly Confused Kiwi

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    Oliver Nugent
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  1. Map Box Node Texture

    I've started playing around with the Mapbox Noce in the SideFX Labs Tool Box and its fantastic. But I've found a bit of a problem that I can't work out. Is there a way I can extract the texture or Cd into a compositing node then into a shader while keeping it all within Houdini with exporting anything? I'm using Houdini Apprentice anything I export out is limited resolution wise.
  2. I currently have a Pyroclastic flow sim that I made by using a particle sim, caching it with a DOP I/O node and then into a smoke sim. I works great and as I want it to. However as soon as I try and delay the sim to any frame it breaks either the particle sim or the smoke sim or both. I watched hours of vids and tutorials trying to figure what I've missed but every way I've found, including several suggestions I found on here, have failed. I've added a bunch of photos below of the how I've set it up and if anyone could tell me how they would go about delaying the simulations to a certian frame or something I've done wrong I would be enternally greatful. If I need to add any more detials please let me know.
  3. [HELP] Heightfeild to polygon terrain problems

    The simulation is an RBD collision though I also have a smoke and particle sim but they're separate. I've done a voronoi to the top of the mountian (the dark green section in the previous images) then put it through a rigid body solver with a popmeatballforce to create the explosion. (Theres an image of it below of just the collision and one with smoke added). But I didn't know that I could use COPs like that! Thank you very much! I'll give it a try for scattering points. I want to use the points to scatter rocks and some very rough vegatation if my computer can handle it.
  4. I've been working on a Volcanoe Sim. I started off with a 20000x20000 size heightfield (Image: Heightfield) then I converted the Heightfield to polygons so I could use it for destruction and resized the terrain so my computer could handle the RBD and Pyro Sims. I now have two problems I haven't been able to solve the last few weeks: How can I apply the the texture so its consistant over the multiple parts of destruction. (texture is made in Houdini COP2 node) How can I transfer the atrributes for bedrock, debris, etc over to my smaller polygon model to use for scattering rocks and trees. Not even sure if I'm asking the right questions, any pointers or advice would be awesome.
  5. Using Erode layers as a mask

    I'm still fairly new to houdini but with my current project I'm looking for a way to use the heightfield erode nodes layers such as bedrock or something out of a COP2 network as a mask to scatter points over (then the points used to scatter trees and rocks, etc). Had a search of the forum but couldn't find anything. Thanks!
  6. Large Scale Ocean Simulation with an island

    I'm trying to do an ocean simulation with a static island and sea floor but I can't figure out which Tool I should use (beach tank, Large Ocean, etc) and every tutorial I have found so far is two years out of date and the tools are very different now. If anyone knows of an up to date tutorial around using ocean sims or has some advice on which Tool I should start playing around with for a start I would be incredibly greatful.