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bunker last won the day on May 10

bunker had the most liked content!

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About bunker

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    Houdini Master

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    Julien D
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    DOPs, volumes, fire, smoke, FLIP, Bullet, particles, VEX, Python, lighting, compositing, coffee, travel, photography, GNU/Linux ...

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  1. VEX Noob question: why is "v" needed ?

    VEX is exactly like C, variables are declared once only. You only need "@" when importing or exporting attributes (in this case point attributes) But if you call an attribute inside VEX, then you need to tell VEX how to interpret its type. hence the v@ or f@ in front for example: vector a,b,c; a= {1,0,0}; b = {0,1,0}; c = a+b; // export c as an attribute named d v@d = c; You should read this: https://www.sidefx.com/docs/houdini/vex/lang.html
  2. Wind Tunnel / Vector Field Masking

  3. Wind Tunnel / Vector Field Masking

    if you really want to use the wind tunnel direction, you could try cancelling the wind velocity inside the chimney for example.
  4. Wind Tunnel / Vector Field Masking

    wind tunnel direction is on the smoke object. it sets the velocity on the boundary of the vel field. so no, you cannot mask that.
  5. Control Range- Pyro solver

    you can still have zero turbulence outside of your range, if you set the values at zero at each end of the ramp: if you need more control, you can change the range from 0 to 100 for example.
  6. Control Range- Pyro solver

    The control range is used to remap 25-50 to 1-0. that's because ramps use values from 0-1 as input. The values below 25 will get the amount of turbulence you have in your ramp at 0 (left side) and values above 50 are mapped to the ramp value at 1 (right side) GasTurbulence DOP is an OTL, you can go inside and see exactly what's going on. Hope that makes sense
  7. Obscurus of Fantastic Beasts

    Search for advect particles houdini on youtube, there are tons of tutorials.
  8. Animate Bullet substeps

    Save your sim to disk and use the frame 100 as initial frame for to another bullet sim with less substeps. done.
  9. Advect particles with a dynamic object

    You need to create a smoke sim first, then advect your particles with AdvectByVolume and no need to post the same question twice, thanks
  10. Initial SIM frame in all subsequent frames

    you were mixing sparse pyro and old pyro solver, completely different solvers you should have a look at this thread: in your case, you can just plug the result of the last frame into a new sim using the SOP pyrosolver (sparse), and copy the fields with the "copy" operation on frame 1: note that I copy flame>flame instead of burn>flame since it doesn't exist in the cached sim. hope that makes sense. SLOMOPYROexplode07b.hiplc PS: creating slowmo explosions isn't easy, have fun
  11. Initial SIM frame in all subsequent frames

    that looks like a sim issue, not shading. can you upload your latest scene?
  12. Fluid Pump Not Working

    there were a few issues. 1) there was no velocity attribute before the rasterize_velocity node 2) pumps are affecting volume velocity so they need to be plugged in the volume velocity input of the Flip solver. 3) the FLIP object doesn't have a pump field by default in H18, you can create one and resize it. FluidPump_V02.hipnc
  13. Set voxel value with Python in a hou.VDB

    in a volumeWrangle, if you turn off Autobind by Name you can separate the volume Name in SOPs from the volume name in VEX. here, density can be referenced to any string attribute bindName.hiplc
  14. Initial SIM frame in all subsequent frames

    1) you need to separate the initial data fields, eg: Density SOP Path is expecting density only 2) your volumesource SOP Path, is set to the initial_data, instead you need a volume source (retimed for slowmo)