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About bubblepins

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  1. Hi I made a 2 part video tutorial on FLIP Tank simulation and the other one is about how to render the simulation. They are both targeted for beginners level. The first video is titled, "FLIP Tank Basics for Beginners" and demonstrates how to setup a FLIP Tank sim and how to use the Waterline feature. I explain how to setup the FLIP Tank so you can actually see what's going on inside the container in the 3D viewport when you cook the dopnet before you render. The Waterline feature will allow you to simulate the fluid so that it passes through the boundaries of the container. The 2nd part of video tutorial is on how rendering and how to render out the FLIP tank scene from the first video. It's titled, "FLIP Simulation Render Setup in Houdini". This video is also targeted for a beginner level. I talk about the difference between DOP Import vs DOP I/O. And the concept of inputting data into the dopnet simulation and how we need to extract data out of the dopnet sim into another context for rendering. I'm still finding my style in teaching, if you have any comments please feel free to give me some feedback. And if you have a topic you want to see, feel free to post that in the comments as well. I might not get to it right away because it takes a lot of time to edit these videos, but it will come eventually. Thanks!
  2. Convert Color to terrain mask

    If you put a wrangle down that does something like this: if (@Cd.r > greyvalue[0] && @Cd.g > greyvalue[1] && @Cd.b > greyvalue[2]) { @mask = 1; //I'm not totally sure about the exact name of the attribute, but if I remember correctly I used this before } But becareful, because I believe the terrain geometry already comes with a @Cd by default on all the points/prims when you paint it, you can do a @Cd = 0; wrangle before you start painting and then do your paint, and then the above code I know my solution is kind of convoluted, but I have trouble with converting painted geometry to other stuff too. I wish I could do something in Houdini similar to UE4 when you have a master material and paint the terrain to assign different foilage. If anyone else has a better solution, please share, I would be interested in knowing.
  3. In the 3d viewport, there is a "Select Whole Geometry" "Connected Geometry" option after you press the mouse looking icon to enable the menu. Then you can just click the pieces you want to delete without the need of packing.