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Everything posted by bunker
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windtunnelmask.hip
- 3 replies
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- gas wind
- vector field
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if you really want to use the wind tunnel direction, you could try cancelling the wind velocity inside the chimney for example.
- 3 replies
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- gas wind
- vector field
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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.
- 3 replies
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- gas wind
- vector field
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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.
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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
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Search for advect particles houdini on youtube, there are tons of tutorials.
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Save your sim to disk and use the frame 100 as initial frame for to another bullet sim with less substeps. done.
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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
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that looks like a sim issue, not shading. can you upload your latest scene?
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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
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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
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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)
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you can change the hue like this. vector hsv = rgbtohsv(@Cd); hsv.x += chf("hue_offset"); @Cd = hsvtorgb(hsv); from the help: The hue will be in the range 0 to 1.
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// clamp speed v@vel = normalize(v@vel)*min(length(v@vel),chf("max_vel"));
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just FYI: the solver SOP, is a SOP solver it's using a DOP network inside, so you'll be using DOPs anyways.
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that's a lot of voxels!
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How to pass stdin and get stdout from houdini command line?
bunker replied to Daniel_Daniel's topic in General Houdini Questions
You can use hython for that, passing arguments for the file_in and file_out https://www.sidefx.com/forum/topic/37895/- 1 reply
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- cmd
- command line
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Create Attribute Facing A Direction [SOLVED]
bunker replied to GlennimusPrime's topic in General Houdini Questions
You can "compare" the normals with an arbitrary angle with dot product. the dot product gives you a number between -1 and 1: from "opposite angles" (=-1) to "parallel angles" (=1) something like this: @Cd=0; if(dot(normalize(chv("angle")),normalize(v@N))>chf("treshold"))@Cd=1; dot.hiplc -
Wow, OK this looks pretty cool!
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vector bmin,bmax; getbbox(0,bmin,bmax); f@pscale = fit(@P.y,bmin.y,bmax.y,0.1,1); you don't need Chops or any HDAs for that