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AlbusNolente

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About AlbusNolente

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    Peon

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  • Name
    Stefan
  • Location
    London
  1. Keep Parameter upper range value below another value

    Thank you! That's exactly what I was looking for
  2. Hi everyone, Maybe the title isn't accurate. Basically, I'm editing the parameter interface of a tool I created, it consists of a main building and a terrace, I want to say to Houdini that I want to keep the maximum value of the slider that controls the number of floors of the terrace always below the value of floors of the main building. Also, if the user tries to give to the terrace a value bigger than the main buildng floors, it has to go back to the value buildingFloors-1 . How can I achieve that? Example: buildingFloors = 7 terraceFloors = 4 if I try to set terraceFloors = 9 it must set itself to terraceFloors = 6
  3. Export RBD Inside/Outside groups to Maya

    Hi there, I'm working on a project where I need to import in Maya from Houdini an RBD simulation of a collapsing tower. I will project a texture on the outside of the tower and assign another material to the inside of the fracture. For this reason I need both the groups separated in Maya (with their UVs). How can I do that? I've tried exporting as Alembic but the sim in Maya appears as a unique object. I would really appreciate if someone can share a nice workflow for that. Cheers! Albus
  4. Hi there, So basically I have this exhaust smoke sim coming out from a flying drone. I would like the end of the smoke trail to dissolve nicely like it happens in the real world. In my sim this doesn't happen because the trail after 33 frames starts to be cut by the bounding box in a “sharp” way as you can see from the pictures. Unfortunately, I can't share the scene but let me know if you need more information. The solvers's shape settings are: dissipation 0.08, disturbance 6, shredding 0.05, sharpening 0.5, turbulence 0.15. Thanks.
  5. Hi there, Let's say I have two exhausts that emit smoke. The smoke is emitted from two spheres inside the exhausts, but they are animated so both exhausts and spheres change direction. How can I make the spheres emit the smoke always in a parallel direction to the exhausts? Thanks!
  6. How to cache a really heavy flip sim ?

    Yes, I was reading about the checkpoints method, but I'm not sure how to use them. Tell me if I'm wrong about the procedure: - I check the "save checkpoints" in the cache folder of the dop - I specify the path for the .sim files - I call these .sim files in the "Initial State" of the dop node (?) I'm not sure about the last one, but I'm sure that the dop node must read the .sim from somewhere, right? Should I check/uncheck something else?
  7. Hello, I have a really heavy flip sim of a river (around 101 millions of particles), I'm working on my final project for my master's degree. At my uni I can use only during the night as much computers as I want, each of them with 64gb ram. Since it's not possible to use the renderfarm for caches,I obviously thought to use more computers and render on each of them a specific frame range (470 frames total). The problem is that everytime a computer will start to cache, Houdini will always start to calculate the sim from the frame 1 and it will take the same huge amount of time, so what's the point to use more computers? Am I wrong? What kind of procedure would you use? p.s. keep in mind I cannot leave the computer caching after the night.
  8. Hi everyone, I've imported an animated camera from Maya to Houdini, but I would like to scale it along with the geometry in order to keep the proportions. Basically, I want the final proportions to match the ones that geometry and camera have if I remove the transform node “transform1” before the GEO_OUT. Thanks in advance! Alley_test_03.hipnc
  9. Hi Everyone, I'm a student and I'm working on a project in which I need to recreate a scene similar to a Venice's canal. So I'll have buldings on both sides and water between them. There will be also a flying object that will fall and collide with water. This is the first time I work with water inside Houdini. What I need to know is what is the best workflow? I'll create a custom geometry in Maya for the container of the water, it will be an irregular shape. How do I set it as a container? Since there will be a collision, I think the best solution for water is to use FLIP fluids, right? Also if I use this way I will have many particles, so what is the best way to proceed in terms of memory, simulation and rendering? Attached you can find a really rough sketch of the idea. Thanks in advance.
  10. Smoke keeps expanding

    Thanks Atom, unfortunately I started using Houdini 3 weeks ago, so this is my first project. Anyway I'll work more on it, I've already fixed some stuff. Thanks again!
  11. Smoke keeps expanding

    Hi there, I'm working on a RBD destruction, but after the collision the smoke continues to expand. It should be a dusty smoke because there are not fire explosions.. I tried many ways, but it keeps expanding in the scene. I basically keyframed the emission of the smoke from the debris and it gives a nice shape to the smoke. What would you suggest? Attached you can find my scene. Thanks in advance! Tower_19_03_maybe_05.hipnc
  12. Pyro smoke issue in RBD destruction

    Hi there, I'm working on a RBD destruction project for my master degree. After I cached the RBD fracture and the debris I went on working on the smoke (using Billowy Smoke). I put in input the debris in order to emit a dusty smoke. The problem is that the trails don't look continuous.. And the smoke doesn't look realistic. Hope someone can explain me where I'm doing wrong, because is pretty urgent and I started using Houdini few weeks ago. Attached you can find my scene. Thanks in advance! Tower_19_02.hipnc
  13. Glue Constraint issue in RBD tower destruction

    Thank you so much for your clear answer Jasper! It helped me a lot.
  14. Hey there, I'm working on a project for my master degree and i'm having an issue with glue constraint in my DOP network. It was working well until I deleted all the geometry and imported a new version of it from Maya. The ball should go through the wall and destroy the tower partially (just the active points), but it just bounces off. Could someone please explain me how to solve this issue? It's really urgent. Attached you can find my Houdini scene. Thanks in advance! Tower_16_more_windows.hipnc
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