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bunker

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About bunker

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    Houdini Master

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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, Linux, ...

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  1. How can I create groups randomly?

    you can use the partition SOP for that: random_groups.hiplc
  2. Make non-HDA out of an HDA instance?

    You'll need to use Python for that. You should get most of it working with a few steps: - create an empty subnet - copy all the parms from the OTL to your subnet with parmTemplateGroup uiparms = sourcenode.parmTemplateGroup() destinationnode.setParmTemplateGroup(uiparms) - copy all the nodes from your OTL to your subnet with hou.copyNodesTo() - to copy the keyframes, you have parm.keyframes() and parm.setKeyframes() hope that helps
  3. Convert Pyro Collisions to Point Attributes

    You could transfer the volume density to the grid with the attributeToVolume SOP, or volumesample() in a wrangle.
  4. you have to use prim groups instead.
  5. Alembic curves rendering - segmented ?

    on the /geo1 object, go to the Render tab/Geometry and turn on "Render Polygon Curves As Subdivision (Mantra)"
  6. Intestines/Guts with point relax

    have a look a this thread, that should help
  7. FLIP volume loss: water wheel

    Also don't expect FLIP to preserve volume, it just doesn't do that. The particles are added or removed based on the surface field - that's only a rough estimate and the volume loss becomes worse the more frames and/or substeps you have. This old masterclass explains some of the concepts of FLIP https://vimeo.com/15571778
  8. Easy way to animate material hue?

    there are 2 hscript functions: rbg() and hsv() if you open a textport, type: exhelp rgb
  9. FLIP volume loss: water wheel

    https://www.sidefx.com/forum/topic/49968/?page=1#post-225812
  10. attribute from volume

    this is what I get in the mantra render, I even downloaded the file from the forum just in case. check that the file : /tmp/volume.bgeo.sc exists on disk.
  11. Remap noise color

    you can extract the Hue of the colors with rgbtohsv and plug that float value into a ramp check the attached HIP cop_remap_color.hiplc
  12. Pyro sparse and colored smoke, how is this?

    To get color with the sparse pyro, you'll need to source/resize/advect. source : Volume source: add Cd resize : Advanced/Resizing/Extra Fields: Cd advect : Advanced/Advection/Extra Fields: Cd check the attached hip file sparse_pyro_color_01.hiplc
  13. attribute from volume

    I attached a simple example you'll need to write the volume to disk so Mantra can sample it at render time. volumesample.hiplc
  14. attribute from volume

    you can use "volumeSample"
  15. https://entagma.com/guest-tutorial-looping-flower-petals/
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