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Everything posted by Pazuzu

  1. I use point Wrangle node every time I can, but I've noticed that if you use ramps or so much reference to spare parameters it slows down in comparison with a vopsop, for example if you want to colorize particles from a FLIP sim based on speed with a ramp the Point Wrangle node takes more time to cook than a vopsop, I've tested this in H12.5; The Attrib Wrangle node is way more slow to do this kind of things also, but if you don't use spare parameters seems to be much faster. Just my two cents!!!
  2. Aloe Vera

    Awesome Work!!!
  3. Houdini 13 Sneak Peek #3

    The FEA awakening will begin tomorrow!!! At noon when the seven horsemen appears and cut everyone's head!!!
  4. Velocity from curve tool

    Yes, a volume approach is faster even without VDB; I've modeled custom forces with a pure volume approach for this video: https://vimeo.com/60124045 Here is the non-vdb asset: sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21558 (SOP_aeb_pathfollow_fields.otl)
  5. Houdini 14 Wishlist

    I don't know if H13 already have this but, It would be great if we can have the ocean tools in VOPs also, to mimic the workflow of HOT; Because sometimes is better to evaluate at render time the ocean pattern than a texture lookup.
  6. Houdini 13 Sneak Peek #1

    Finally great news for POP's; VEX expressions snippet!!! very very nice. I can't wait for the next sneak peek videos to come.
  7. Here is very basic example with the painting of an attribute. VOPSOP_range.hipnc
  8. In H12.5 there is new point() Vex function ported from Hscript.
  9. Random link of interest

    If you have nothing to do while waiting for a sim, look at this http://madebyevan.com/webgl-water/ Cheers!!
  10. The best mentor to learn about every aspect of Houdini, is all the assets that ships with the software by default; For example if you want to learn more about the Geometry VOP, setup a scene that include the new whitewater FX, then dive inside the whitewater solver, there you can find awesome examples of how the Geometry VOP is used to deal with the integration stage of particles in DOPs. Or you can use "opadd popintegrator" to lay down the heart of the whitewater solver.
  11. You mean the rbd velocity? if so, you can use a vop force to affect the net force of RBD's. If you want to change every aspect of a geometry in dops try a sop solver, or if you want to manipulate attributes only use the new Geometry VOP (the king of DOP's, ).
  12. The op: function only works inside Houdini, with Mantra you need to specify the file on disk.
  13. You need to sample the volume vector field also with the P transform in object or world space, and it works!!! The problem with this technique is that you loose the filtering from the texture method but if you convert the field to a 3dtexture you can have access to filtering also; Another issue is storage, the texture method is way more efficient. SampleVectorFromVolume_in_shader.hip
  14. I think is at last FEA support for shure!!!!
  15. In Siggraph SESI showed the H13 sneak peak, but why they don't reveal anything yet to the community? I think H13 is alpha stage right now.
  16. VDB Recursive Fracture

    Awesome work!!!
  17. Test points inside/outside object

    Or use a sign distance field of the object to do the test.
  18. Deleting FLIP particles with POP?

    Look at this example!!! flip_deletion_bound.hipnc
  19. FLIP smorganic/sheeter effect?

    Here is another example, this time without gravity and a more subtle threshold for the hole filling. More examples to come!!! sheets_03.mp4.rar
  20. FLIP smorganic/sheeter effect?

    Sorry for that, (this time are Quicktime files) but here is another test. The sheet_tendrils video, forces the tendrils and fills the holes in a more agressive way. sheets.mov sheets_tendrils.mov same_sim_without_asset.mov
  21. FLIP smorganic/sheeter effect?

    Currently I'm working on a fast and stable solution to this limitation, I'll sold the asset in Orbolt very soon (I'm working on the promo video ). Here is a little example (comparison) of my aeb_FLIP_sheets asset. This test was executed with the solver default settings and a small amount of particles, to ensure that my asset work even at very low resolutions, in this scenarios is like a localized up-rez technique.
  22. My Latest fur work

  23. jason's wip

    Beautiful Detail!!!