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bunker

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bunker last won the day on September 3 2017

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About bunker

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  • Name
    Julien D
  • Location
    Vancouver
  • Interests
    DOPs, volumes, fire, smoke, FLIP, Bullet, particles, VEX, Python, lighting, rendering, comp, coffee, travel, photography, ...

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  1. Convert images using icp ?

    icp img.tif img.pic icp img.tiff img.pic both work for me, with 8/16bits images, alpha channel and even layers (although they get flattened) what command are you running?
  2. New Color Schemes

    you should make "Ash" a bit darker and name it "Prisms"
  3. you could advect 2 rest fields in the upres but that's a custom setup: - you'll need to copy the "compute rest" and "advect rest" parts of the smoke solver to the gas upres - and make sure you include rest and rest2 in your gas resize that will make your upres sim a lot slower though, since it's advecting 6 extra fields. Personally, I prefer not using rest fields in general, the details you get out of a good upres are much better than adding noise in the shader. and you won't get any weird "pulsing noise effect" when the noises are blended between rest and rest2. examples using upres without noise in the shader: https://vimeo.com/192893049 https://vimeo.com/192944420
  4. Hey Johnny, are you trying to upres your sim AND create 2 high-res rest fields for extra details in the shader? That would be 6 extra heavy volumes (rest.x,y,z rest2.x,y,z) - I wouldn't not recommend that. The one rest field created in the upres is not for shading purpose, that's for sure. If you keep a standard upres workflow, you only need to save on field on disk: density hope that helps.
  5. Split curve input to seperate meshes

    how about a Facet SOP with a cusp angle of 20 (for example) bunker_separate_walls_001.hip
  6. here is an example, and HIP file: vector amin,amax; getbbox(0,amin,amax); vector bmin,bmax; getbbox(1,bmin,bmax); int intersect_(vector amin,amax,bmin,bmax) { return(amin.x <= bmax.x && amax.x >= bmin.x && amin.y <= bmax.y && amax.y >= bmin.y && amin.z <= bmax.z && amax.z >= bmin.z); } i@intersect_=intersect_(amin,amax,bmin,bmax); intersect is a reserved VEX function name, so I used intersect_ instead bunker_intersect_packed_001.hip
  7. you can use the getbbox vex function.
  8. color ramp

    you need to create the spare parameters
  9. color ramp

    attribwrangle: @Cd=chramp("ramp",fit(@ptnum,0,npoints(0)-1,0,1)); or to set the colors directly: vector red={1,0,0}; vector blue={0,0,1}; @Cd=lerp(red,blue,fit(@ptnum,0,npoints(0)-1,0,1));
  10. how to ray on surface in vex?

    yes, the "intersect" vex function does that: vector p; vector uvw; vector raydir = normalize(chv("raydir")); float raylength = chf("raylength"); int primfound = intersect(1,@P,raydir*raylength,p,uvw); // copy primitive attribute from ray hit @Cd=prim(1,"Cd",primfound);
  11. Pyro Basis and formula

    select your Pyrosolver node and press Enter (or use the i/u keys) to dive inside. most of the basic fluid solver parts are inside the smokesolver_build2 node the combustion part in inside the gascombustion1 node.
  12. Houdini Pyro render issues

  13. Subdivide / interpolate voxel?

    That's when you use voxel filtering: On the OBJ level, Render/Shading: set Volume Filter to Gaussian, Volume Filter Width 1.5
  14. Parameter values using VEX function

    you can also use hscript directly in the parameter field: if($F>=5 && $F<=10,10,0)
  15. basic gloss to roughness question (principle shader)

    complement node? (1-x) you can also use a fit VOP: 0-1 > 1-0
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