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Pazuzu

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Everything posted by Pazuzu

  1. FLIP smorganic/sheeter effect?

    Gracias viejo Hernan! Para eso hay una muy buena referencia, y podrias hacerlo si quieres de esta forma, el problema esque necesitarias tets (seria deformarlos de cierta forma para asi enganhar el tool ya que no salen directamente de FEM) y lastimosamente es una pesadilla en cierta geometria, pero creo que vale la pena pillarlo! Aqui te dejo un link: https://www.sidefx.com/forum/topic/48343/?page=1#post-219429 Saludos, Alejandro
  2. FLIP smorganic/sheeter effect?

    Hey Howard! Sorry about that! Here is the scene, I polyreduced a bit one of the frames of the sim to have a less heavy file to share! By the way, that mesh still has a freeSurface attribute; So you can use that gradient for nice shading effects. I forgot to say that this scene uses Redshift. v2.6.32; H17.459. Cheers! Alejandro FLIP_crown_v005_share.hip
  3. FLIP smorganic/sheeter effect?

    Hablame en espanhol viejo Hernan, por lo menos pa que practique!! Estoy usando el gradiente del atributo que genero dentro de la simulacion para detectar el FreeSurface; Los MircroRipples en este preview son calculados en simulacion, pero a veces no se contrastan lo suficiente asi que los contrasto a nivel de mesh tambien para que se noten mas aun, ya que al rasterizar las particulas se pierden si no se usa una resulucion muy alta, por ende opte tambien en tener una solucion que no necesite resoluciones muy altas para hacerlos mas notorios. En este preview podes notarlos directamente en las particulas! Saludos /,,/ /,,/ crown_v004.mp4
  4. FLIP smorganic/sheeter effect?

    Thanks Atom! For this retime I used an old tool that I developed years ago to do almost the same as the new retime tool, the main differences are the nice interpolation options for attributes that the new H17 one has, mine just have linear as interpolation option, so I'll migrate very soon to that one. Alejandro
  5. FLIP smorganic/sheeter effect?

    Here is another test using a last iteration of my tools to do small scale stuff. This time, now is possible to art direct how much do you want to break a sheet into drops and tendrils, and there are some Micro Ripples on the sheets that are relative to the fluid speed and curvature at some portions of the main fluid body! oil_details_shading_cam01_v001.mp4 Thank you! Alejandro
  6. Initial Collision resolve ?

    This is an amazing node that can help you a lot!!!! I think is also part of the Vellum post process, if I'm not wrong! http://www.sidefx.com/docs/houdini/nodes/sop/detangle.html Cheers, Alejandro
  7. Pyro Basis and formula

    I think this is a very nice starting point to understand better the "inner workings".
  8. Vray for Houdini

    I think Mantra is faster when rendering volumes, but the main issue is when you need multiple-scatter; Right now the path tracing alternative to point clouds is extremely slow in comparison with Arnold for example. Lets hope that H17 surprise us with some improvements for Mantra in volumetric rendering.
  9. Yeah I know! I was meaning that not directly, you need to tweak first to make it functional. Even when you tried to render that's what the command line tells you! I didn't explain my self correctly!
  10. Sorry but that's not possible! Because Mantra will not find the path to the node.
  11. Hi, Here is an example file to create custom aovs for different volumes, the workflow is a bit cumbersome because you can't reference the volumes directly from sops but from a geometry file. The main thing is to activate your hero container to sample the volume aovs. I hope it helps you! Thanks, Alejandro volumeAOVs.hip
  12. Hey Alvaro! Here is a very simple way to track a transform that it has been defined in sops or at geo level. I hope it helps! Cheers, Alejandro RnD_copy.tansformation.v1.01_aeb.hiplc
  13. Moana Island Scene [Dataset]

    Amazing Work Atom!!! Thank you very much for all the info!!
  14. grouping particles inside pop advect volume

    Hi, You can create a group, testing the speed of the sampled velocity. So particles with a speed threshold below some value get out of the group. Cheers, Alejandro
  15. Swirl Pyro Equivalent

    I'm working on something related to art direct the swirly motion of gases; Its an implementation of a custom buoyancy model that let you art direct very easily the general swirly motion of gases without using masks, vorticles, temperature sourcing to have more swirly motion in specific zones, etc. Also it gets rid of the "Mushroom effect" for free with a basic turbulence setup. Here are some example previews. Some with normal motion, others with extreme parameters values to stress the pipeline. For the details is just a simple turbulence + a bit of disturbance in the vel field, nothing complex, because of this the sims are very fast (for constant sources: average voxel count 1.8 billions, vxl size 0.015, sim time 1h:40min (160 frames), for burst sources, vxl size 0.015, sim time 0h:28min). I'm working on a vimeo video to explain more this new buoyancy model that I'm working on. I hope you like it! Cheers, Alejandro constantSource_v004.mp4 constantSource_v002.mp4 burstSource_v004.mp4 constantSource_v001.mp4 burstSource_v002.mp4 burstSource_v003.mp4 burstSource_v001.mp4 constantSource_v003.mp4
  16. Flip river question

    Hey Ezequiel! No hay problema!! El grupo es porque, al usar los boundary layers hay un reeseding (o creacion dinamica de particulas) en la zona de padding, asi que se debe crear un grupo o definir un atributo para asi diferenciar las particulas justo antes del reseding; Asi al transferir attributos solo las nuevas lo recibiran concervando asi el color sin sobreescribirlo en las particulas ya existentes. Saludos, Alejandro
  17. Flip river question

    Hi Ezequiel, Here is a simple mod that I did to your file for you to see a method to transfer color to the flip sim that is using the boundary layers option, just go inside the flip solver! I hope this helps! Alejandro flip_issue_aeb.hip
  18. Creating Uvs for viscous flip sim

    Hi, Here is the hip setup for the vimeo video about the icecream sim with uvs; Its a very old setup (5+ years). Nothing over-complicated here, not always you have to do Black Magic to solve complex things! I hope it helps! Cheers! Alejandro icecream_vimeo_v001_to_share.hip
  19. How to create voronoi curved surface (no inside group)

    I think a displacement shader is the way to go! So you could use the voronoi pattern directly on your shader to use the center of each voronoi cell and the distance, then use that gradient as your displacement factor to give a concave or convex shape to your main object. In sops you could do the same, but you need a lot of subdivision to accomplish the same as in shading stage. Cheers, Alejandro
  20. Ubuntu 18.04 LTS "Bionic Beaver"

    I had updated 2 workstations 2 weeks ago aprox! And no problems so far! Cheers! Alejandro
  21. Hey Ronald!! Un gustaso ver tu archivo!! Haces muy buen uso de la aplicacion en temas de transformaciones!! Felicitaciones!! Saludos desde Colombia!! Alejandro
  22. Vectorfield in DOPS to affect Fluidsim

    Here is the correction for the file! The problem was that you were using copy mode in the gas calculate, you need to add this pump to your velocity, but also you need to take care with the substeps, that's why I activated also a linear scale multiply mode for the pump to then scale all by the scene FPS. I recommend you also that's is better to use ad-hoc fields (temporal data), it has memory advantages just cleaning that field but also the creation time when dealing with heavy data, for this try to use a gas match field instead. Cheers, Alejandro vectorfield_fluidsim.hipnc
  23. Random link of interest

    Nice TensorFlow + Houdini Clues!! https://qiita.com/takavfx/items/f27cd76604e902199c9d
  24. Particle advection

    Hi, You have many options, one of the them is to just post-sample the smoke density to adjust your particles, for example using the density sampled data to mod you pscale, color or alpha; Or you can sample dynamically the smoke density at the advection stage to for example trigger a custom age to decay your particle attributes. its all up your needs! I hope this helps you! Cheers, Alejandro
  25. Particles along surface

    This method uses the function you want to learn about it! And the nice thing is that is very simple to implement. Of course you need also to implement the goal using forces or modifying directly the position to attract to the surface plus this, and because we are saving the delta, all points will always stick to the rest sampled position. Cheers! Alejandro particles_on surface_aeb.hiplc
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