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Everything posted by anbt

  1. Hello hello, Trivial issue I am sure. I have added a bump map to my geo (fluid sim). I am using the triplanar node and I set it up to Reference. The bump map stays static and doesn't move with the geometry. I am not sure where is the problem. Is it a rest attribute thing? I do have a rest attribute, but perhaps I didnt set it up correctly. I tried Object instead of Reference, but it is exactly the same thing Any clues? Cheers I
  2. this helped but I feel like this is not the way, my render time will explode!
  3. Guys, how come I don't see through the bubbly fluid on top? The bottom orange fluid is in a separate object, rendered normally and the one on top is within a separate object as well, rendered as particles. The bubbly material has transparency 100%, how come I don't see what is behind? Thank you !!
  4. there is the material now and it still doesn't work as in your example. really don't get why. I have cached one frame of each fluid. You should see it now. Still not transparent Thanks RS_issue.hip
  5. I tried but it didn't work. Here's the hip. Thank you RS_issue.hip
  6. Figured it out. With a POP group. Seems like groups created within the Sop solver within a DOP need to be recreated with this node in DOPs
  7. Hello guys, I have a flip sim that levitates some of the fluid based on a group creating new points each frame (group created within a SOP Solver in my DOP) I then manipulate the sim data after the Import Particle node to surface it etc... the usual Flip workflow. My question is that I had created a color based on this group in DOPS (with a Pop Color), and I want to keep this data. How can I recover this group? Cheers
  8. it seems like I can only access the group of all particles created by the Volume Source Dop node
  9. Hello all, I am having troubles with the way colours look between the color editor, the render preview, and the output. There is something I should know that I don't know yet. I heard about linear workflow but if I could have your tips on this, that would be great. First in the colour picker when I choose a color for a material (I am using Redshift, but I saw the same issue in Mantra), the color in the little square doesn't match the color I am sampling from an image. How should I set up this color picker: Linear/Raw/sRGB ?? Then that color taken with the colour picker doesn't look similar in the renderview. How should I set Redshift renderview ( Linear/Raw/sRGB/OCIO) ?? And in the Redshift ROP, is there something I should be aware of, something to tick? Are you using the settings in the render preview of RS, as far as I can tell, you can only render a frame from here, not the sequence. I have been looking online but most tutorials I saw don't talk much about this. I read that having everything linear is best apparently, as it works better for post editing, but when I set my color picker to Linear, my RS preview to linear, when I output my EXR, it looks dull (it looks like the sRGB of the RS renderview) Voila, any tips about your personal workflow for this would be amazing and if you know about a tutorial about this, please share Thank you very much
  10. I have two flip sim coming from two different Dop volume source. I am using one fluid object. I would like them to collide but repel each other as if two tongues kissing. How can I achieve that? As always, thanks a lot
  11. but would you recommend Flip or Grains for what I am trying to achieve? What comes to mind as a difference is when I will render, the grain will look like grains and the Flip sim will look smoother.
  12. @Librarian cool thank you. Otherwise, do you think it would be possible to achieve the same effect with another kind of sim like Vellum grain?
  13. yes I was still seeing the geo. Thank you, I had found that settings and it fixed it
  14. All in the title. It's like there is a limit in how far I can see some stuff in the viewport. Not sure how to correct this thing. Cheers
  15. a bit too much vex involved right now for me in this method I have to say!! Isn't it possible to achieve that kind of collision within a flip sim ?
  16. @Librarian haha, thanks Librarian, will check that out
  17. I would like to have light 1 from frame 1 to 10 and light 2 starts at frame 11 for example. Cheers
  18. thinking of setting keyframes on the intensity/exposure I suppose
  19. the point count changes. Ok, I'll try what you said. Thanks
  20. Hello, I have a velum sim where my object tears and split into 2 parts. I would like to slow down the animation. The problem is that when I re-sim with an adjusted scale time (on the dop parameter), my animation behaves differently. The motion is different. It is slower but the behaviour is different. I would like to keep the exact same behaviour/mption, just slower. I tried with the retime sop, it does what I wanted at first, but as soon as it reaches the moment where the tear happens, there is a glitch/artefact occurring due to I suppose a clash between a slower time and the same amount of substeps. Any way to get around that without re-siming at a lower speed? Thanks
  21. Hello, The handles on my redshift light are behaving weirdly. I can translate and rotate using the shortcut T and R from the scene viewer side tools, but the scale one (E) is missing and I get this message. I don't understand why it says the parameters are locked. it doesn't work when I click on the shortcut or on the tool itself. Any ideas? Cheers
  22. Hello guys, I made a quick example to illustrate my issue. I figured out how to bring the colour values of the different vellum stresses out of the solver, so I can use them in rendering (in my example I am talking about the stretchdistance) I use the attribute transfer and then try to remap the colour range. Vellum uses this purple to red range and I am just trying to remap it with the point vop to a different range but it doesn't seem right. The gradient is different. The blend between colours seems a lot harsher after the PointVop. Attached some screenshots to illustrate my point. I put the hip file in case. Any clues? Thanks test_color_att.hip
  23. Thanks a lot for your answer, I will look into what you did as soon as I can EDIT: Your little VOP network does bring much better results, I implemented it on something else and it works well. But I don't understand the logic (yet). I don't get why you do stress.r + stress.g - stress.b to get the correct result. Regarding your other method, with the attribute transfer, it doesn't work, and I have no idea why, I don't have any errors I see some colours, but it doesn't change according to the stretch, it stays identical. As you pointed out, perhaps it is because we don't have the same Houdini version. Hahaha, yes, the way I extract those stress values from the solver in the subnet is also a bit of a mystery to me, I went deep inside the velum solver where they compute the geometry visualisation and grabbed the nodes I needed, but I don't understand it all!