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About michal

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  1. I3d Experiment

    hi, I did a simple test and it looks a little bit better.
  2. Hi, I'm studying smoke these days and found it's not so easy as I thought. I searched odforce forum and Houdini examples, and I noticed that there are 2 ways to generate smoke in Houdini.(maybe other ways I don't know?) 1. Particle simulation and then render particles as sprite. I learned this from Miguel's tutorial. This seems intuitive for me because I always imagine smoke as tiny particles. 2. Smoke dynamic simulation + Volumetric rendering. Create some volume primitive and then render it with volume shader (i3d shaders were also discussed in some posts before). It's not bad but it seems lots of additional work than the 1st method: create the smoke container, define the volume primitive, etc. The worst thing for me in the 2nd method is that I can't control the smoke as easily as the 1st way. In particle simulation, I can use particle birth rate to control the density and use forces to control its movement. But in the 2nd way, although density can also be adjusted, the simulation speed will be terribly slowed down if we increase it too much. The movement is also not easy to be controlled in the 2nd way. For now I haven't figure out how to create smoke rising from a cigrette in smoke dynamics. So, what's your preference about creating smokes? What's your opinion in different ways? Thanks.
  3. How to fracture geometry

    hi eedu, it looks really cool. Is there any possibility to make those seams invisible before it is fractured? SWANN, thank you too. I never know that I could use isosurface this way:)
  4. How to fracture geometry

    Hi wick3dParticle, thanks for your example. I like the way you use the bounding box and the rand expressions in this case. But here comes another question. What if we need to break a complex surface into pieces, not a flat one? I know it's very hard to break solid geometry into pieces (e.g. break a stone into several pieces chunks), but I thought it should be easier for surface (without volume). For example, there is a hollow sphere surface and when it fall down on the ground, it breaks into hundreds of pieces with different shape, and looks very realistic. Hi SWANN, the thread you mentioned is this one (http://forums.odforce.net/index.php?showtopic=6257), which is implemented with 3ds Max script. I also asked questions in that thread, but it seems for now there is no effective way to break solid geometry into pieces of mesh.
  5. How to fracture geometry

    yeah, fracturing geometry is what I want, but is it very hard to be done in Houdini? oh btw, thanks for your example.
  6. hi everyone, I want to know how to create random polygons on a surface. For example, I have a grid and want to divide it into 100 polygons. I don't want 10 by 10 squares and I also don't want to use "Divide" node to divide it. I want every polygon on the surface is slight different with each other, different shapes, edge numbers, etc. If anyone can post an example file or an OTL, that would be great. thanks.
  7. Denting relating to force

    Hi jasknight, I just tried this simulation based on velocity on Y direction and it works. I used the expression this way: dopfield("../..", "ball", "Position", "Options", 0, "vely"). Of cause you can use some expression to mix velx, vely & velz. The way I dent the ball is the same as the help document, using metaball + magnet. Hope it helps. cheers deform_with_velocity.hipnc
  8. Volumeshader/fluidslover Problem !

    OK. I admit that I should take more time studying those examples before I ask questions. But I'm wondering how many people here can fully understand the examples of Mario & Robbins... I don't think I could easily tweak those nodes inside Smoke Configure Object node like Mario, or easily build up a network with those complex nodes (vector field visualization, gas advect, gas velocity stretch, etc) like robbins. So I just want to know what other people think about this coz it's pretty frustrated struggling with these nodes with so little information... thanks.
  9. Fracture Test

    Thanks Allegro. I will take a look at it.
  10. Fracture Test

    I'm just wondering how those amazing work could generate so realistic fracture effects. Did they make lots of cookie operations, use VEX, or some other advanced skills? The links below are the things I really want to do by myself. Just don't have good ideas with fracture operation. http://www.sidefx.com/index.php?option=com...&Itemid=279 http://www.sidefx.com/index.php?option=com...&Itemid=279 http://forums.odforce.net/index.php?showtopic=5159 I believe fracture and explosions are frequent effects in films and commercials, and there are some new tools with great results (http://www.tsnstudios.com/Default.aspx). For Houdini, is there any efficient solution in this area? Is SideFX working on this or just leaving users to develop their own tools individually? Thanks
  11. Fracture Test

    Is there anyway to do this in Houdini? I tried the Fracture HDA but it seems not work very well. Could anyone post some example files about "fracture"? Tks.
  12. about POP object and POP solver

    thx GallenWolf. You helped me a lot.
  13. about POP object and POP solver

    Hi, I have some questions about how to import Particle system into DOP network. I'm wondering what's your preference when doing this task? doing it manually, or use system buttons of H9? For the manual work, I know I need to do these: A. create an "DOP import node" in POP network, and fill in "DOP Network" and "Object Mask" B. create a "POP object node" in DOP network, C. create an "OBJ Position node"; select OBJ path; D. create an "POP solver node" and select POP path; I tried everyway but I still can't make it. If anyone can show me a simple example, that would be great. I don't like to make it use those system buttons because I met some problems too. Here comes the second question: when I use those buttons to do the following things, It works pretty well. A. Create a geometry (e.g. a box) B. Create particles --> Source from Geometry (Get one particle system) C. Create particles --> POP Object (Import the particle system above to a Dynamics network). But it seems that I can't change the name of the particle system (the default name is "particle_emitter1"). If I change it to something else (e.g. "particle_system"), the particles just disappeared. When I change the name back, it's visible again. Does this mean that we can only use the default name? See the attachment for this problem. Thanks. pop_rename_problem.hipnc
  14. Write A Simulation To Disk

    Is "Render output nodes" missing in Apprentice version?