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About eunchae

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  1. Flip Simulation Collision Question

    I am trying to create a bubble using white water with simulated data in water. This may be a basic question, but my skills are lacking, so please help. Is it possible to reduce the collision area in flip simulation? I want to reduce the collision area only by the red part shown in the figure. And in case of objects moving quickly in water, there is an interpolation phenomenon when simulating white water. Any tips on how to solve it? thank you.
  2. pop fluid splash

    Hello, I am studying after watching this video. I want to make a splash with a faster speed than this video. If you increase the gravity value, all particles will receive the gravity value and go down. Is it because the mask value is not applied well? Help. thank you.
  3. I need some advice on the ripples of the ship.

    Thank you. If I have to ask you one more thing, can you make it like the last pattern in the video? Even if I use ripple sop, such a shape does not come out.
  4. Hello. I want to make a ripple like image. If you do not use the ripple solver (without simulation) is there any way i can make it? If you have any good ideas, please share them with me. I wish I could customize the length, width...etc of the ripple. thank you.
  5. A question about geometrical procedural deformation.

    ``` float start = chf('start'); float touch = chf('touch'); float speed = chf('speed'); float flip = 1 - chf('flip'); vector fade = relbbox(0,@P); float amp = chf("amp") * @Cd.x; float fade_x = chramp("fade_x_ramp",fade.x); float fade_z = chramp("fade_z_ramp",fade.z); float fade_y = chramp("fade_y_ramp",fade.y); matrix m = ident(); float copy=( ch("../copy1/nyc") - prim(0, 'copynum', @primnum)) * flip; float t = @time * speed - start - copy + sin( fade_x *amp) + fade_z * (touch*fade_x); rotate(m, smooth(0, $PI, t) * -$PI, {0,0,1}); @P *= m; The work proceeded in the direction I wanted using the ramp parameters referring to the code in the hip file. I was able to complete the code with the advice of a senior at the company, and I will leave some of that code behind. And at the end I used a position mix. Thanks to everyone who responded.
  6. A question about geometrical procedural deformation.

    Hello. I used x, y, and z respectively as ramp parameters. And it had to be animated. The way you said was a good reference. Thank you very much.
  7. Rigging a book

    Thank you for answer. How do I make it go left to right instead of right to left? thank you.
  8. Hello. I'm trying to make a bunch of money. I tried using vellum, but it didn't work, so I referred to the page turning hip file at the address above. I want to apply both left and right, but I don't know how. If you have any good ideas or examples, please let me know. Thank you.
  9. Rigging a book

    Hello. Thank you so much for sharing. I have one question. How can I adjust both left and right? I don't want to use animation, I just want to create a feeling of fluttering left and right (?). Please advise. thank you.
  10. How to Copy Houdini's Mantra to Nuke

    just need to load rendered image. Should this python code apply to both Houdini and Nuke? I want to have the image load when I copy the mantra to Houdini and paste it into Nuke. Thank you.
  11. Hi. I have an image rendered with Mantra in Houdini. Please let me know if there is a way to do it with a python script. Do you know how to copy only this mantra node to Nuke and that image can be loaded directly from Nuke? Thank you.
  12. Help with volume retime issues.

    I solved the retime problem by simulating a 24FPS operation to 96FPS and then turning it back to 24FPS. But I don't think this is a perfect solution... 1. When there is only density, if I use the retime node, the feeling that the quality has decreased every frame repeats. 2. When there is a field other than density. In the case of an explosion, the fire will flicker. Is there anybody to help? Thank you.
  13. Hi. I'm going to try vellum grain! After creating vellumsource in dop 1. Put only geo(../GEO) source in the sop path of the source and 2. Put geo source in sop path and constraint(../CON) source in constraint sop path in two places. Will the vellumsolver work differently? When I test, the result value seems to be the same, but method 1 is wrong, and I heard that the constraint source must be added to the constraint sop path like method 2. If there is any difference, please let me know what it is. Thank you.
  14. meshing fractals

    Thank you!