Jump to content

essencevfx

Members
  • Content count

    65
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About essencevfx

  • Rank
    Peon

Personal Information

  • Name
    jer
  1. offset noise along surface

    I figured this would be more straight forward to set up . Im trying to offset noise ALONG the tangents of a surface , instead of along xyz axis . Im attempting to use flow noise in vops , but can't find a lot of information about setting up the offset to be a vector . Anyone out there run in to a similar situation ? Cheers !
  2. Ill be presenting at the booth for DD . Would love to meet a fellow odd forcer if anyone's around. Cheers ! Jeremy
  3. Multple Custom DOP smoke domains

    look at the Pyro Cluster shelf tool . For no axis aligned boxes you can use a Position DOP referenced to an object ( make sure on your smoke object to have '../Position' in the Position Data Path Cheers
  4. Project Magrathea

    Its been there since early alpha builds ... and they wont talk about it ; ) first rule of fight club is ...
  5. Naiad vs H12 FLIP ?

    In the comparisons we've done , H12 has been holding its own quite well against Naiad...just a little bit slower .
  6. Sidefx releases Houdini 12

    We've been using / testing it at DD since Alpha , its been a real treat to see it come so far . Thanks again Side fx .
  7. Rendering Pyro

    use billow smoke shader , easier to debug . If your not familiar with the pyro shader , it can be a bit overwhelming . If your going to use shader noise, make sure your rest field in the sim is set to a long enough reset rate that your render wont pop, as the billow smoke isn't set up for dual rest fields. Ive never seen significant shadow map flickering , even with 512 maps. Veiw through light to make sure your not wasting any shadowmap space.. peace jj
  8. pyro

    I got another one thats a big time/ram saver... never raise your pixel samples on your volume renders above 3x3 ..this only applies to h11..h10 you'll sill need more samples = detail . as well, change your volume filter on the geometry you're rendering from to something like Blackman , and lower the filter size to .7-.9 .. if you go to low on the filter size though, your renders will show voxel patterns ...but it can sharpen things up without the use of lower volume step ...there is always gridless advection, ( or rendertime displacement ) , but thats quite a bit more involved ahh yes, and rendering out your deepshads as a separate pass then reading them off of disk will help if RAM becomes an isssue ( as it usually does at lower vol steps ..) peace jer
  9. volume density falloff

    Volume Ramp sop ? j
  10. slow motion smoke

    as well , if you set that timescale data to 'set always' (on the advect dops) you can actually animate that param , and time warp your smoke IN the sim ... Fun stuff
  11. Interesting info on volumes

    to much good information in that paper to take in at once . Very nice indeed !
  12. Volume upRes and Initial state

    if you load your lo res .bgeo in to sops, use a blast to isolate the density (@name=density) on the upres solver specify initial data as sop path , and point it to your sop fields. You should be able to adjust the start frame on dops and tweak your upres noise anywhere in the middle of your sim with out waiting for the run-up.
  13. Create edgy smoke

    hows your volume step size ? try and lower a bit, other than that , usually more res, combined with what the gents above have mentioned. good luck
  14. How to animate curve points

    you gotta love houdini for the multitude of options for a problem.. heres another one for you ..make your curves in to vector field, run through dops to add turb/vorticles/whatever, and advect your geometry through the fields hahha, you can get some very fun and interesting results using levelsets/fields to control geometry
  15. Blowing in the wind...but only once

    I didn't look at your hip, but you can skin your particles using the particleFluid surface SOP, and then apply your material.
×