
Daniel Voloshkevych
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Daniel Voloshkevych
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I am I am getting this error message: Warning Errors or warnings encountered during VEX compile: /obj/ground_fbx/materials/layermix1: Syntax error, unexpected ':', expecting identifier or '['. (7,3) /obj/ground_fbx/materials/layermix1: Syntax error, unexpected ':', expecting identifier or '['. (7,3).
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Dear folks, Is there a way to mix/blend different materials with a black and white image mask? Which would be applied to one single object. I loaded up a black and whtie image to my object via a principled shader. But how to apply different materials now, I don't know. Help would be much appreciated.
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Magical FX Particle smoke simulation
Daniel Voloshkevych replied to Daniel Voloshkevych's topic in Effects
should be similar to this: he is animating geometry along a curve and then uses the geo as a smoke object -
Hello, I am trying to achive something similar to all that magical stuff shown in big movies like: Doctor Strange and Avangers or Harry potter where they battle with the sticks or do a magical spell shot. I have a animated curve, I have a animated object following the curve. Now I want that this moving Object, should emit some smoke, so I can tweak the look of it easly in the pyro solver. Then I would add a pop-network where I would add the pop advect by particles node. Currently I have problems attaching a pyro sim to that moving object. when I use a scatter node and then a pyro source node and say "keep input" then the moving object is moving along the curve but the smoke is moving with it and it looks kinda odd. does someone knows how to set it up correctly?
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Hello folks, I have a picture from the recent DART satellite impact from NASA (see below). I wonder, if there is a way to recreate this impact-streaks-effect in Houdini. What I already tried: - created a particles simulation (tried to drive a smoke sim on those particles, then use this pyro sim to drive the same particle sim ontop of it - by using the node: "pop advect by volumes") - created jittered lines form a sphere, but here I am stuck on transfering the velocity attribute to the particles, so that they should move along these jittered lines =========================================================================================================================================== Now I am asking this forum to help me recreating this type of effect. How would you do that? Please only explained answers - short answers are useless! so, I would appreciate if you take your time to answer this question. Thanks in Advance
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Creating a high speed impact effect
Daniel Voloshkevych replied to Daniel Voloshkevych's topic in Effects
Okay... and in which way should this rasterize node help me achieving this effect? It's just rasterizing the particles and that's it... -
Hello folks, I have a picture from the recent DART satellite impact from NASA (see below). And I wonder, if there is a way to recreate this impact-streaks-effect in Houdini. I've created a particles simulation already but I don't really know how to achive these impact streaks. Tried to drive a smoke sim on those particles to then use this pyro sim to drive the same particle sim ontop of it. But I kinda failed. Now I am asking this forum to help me to recreate this effect. How would you do that? Please only explained answers! Thanks in Advance
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Retimed smoke sim flickering problem
Daniel Voloshkevych replied to Daniel Voloshkevych's topic in Effects
I am seeing it in Viewport... but I want to export the pyro sim into Blender by using VDB convert node... will the flickering be also there or not? -
Retimed smoke sim flickering problem
Daniel Voloshkevych replied to Daniel Voloshkevych's topic in Effects
wow... you didn't even answered my question or helped me... I also tried one, but this hasn't change anything -
Hello folks, I have a big pyro sim, which I am driving it with a particle simulation. Now, I want to use the retime node to speed up the smoke sim only in the first few frames (from frame 1 to 10 for example) and then the speed should get down a bit over time.. But, I discovered a problem: When I play the smoke simulation, the speed is working as I want but I get some ugly flickering artifacts in the smoke. What can it be, and how can I solve this issue? I would be glad if someone could help me. I will provide the hip file if someone wants to take a look: (the flicker artifacts starting somewhere between frame 15 and 18).. how can I get rid of them? Launch smoke sim_with collision.hipnc
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Rocket exhaust expansion effect (particles)
Daniel Voloshkevych replied to Daniel Voloshkevych's topic in Effects
Or is it possible to make a certain amount of lines or curves with the shape I want, and then just animate them? So that in the beginning of the simulation these lines will be as one line... and after some time then will expand, so that it will create an illusion that its one simulation of the flame... hope you understand me -
Rocket exhaust expansion effect (particles)
Daniel Voloshkevych replied to Daniel Voloshkevych's topic in Effects
Oh wow thank you... But I have already a curve (straight line) there, where I am animating the expansion of the flame.. and I don't want to destroy it lol. so it should be seamless visible if its somehow possible -
Hello folks, Is there a way, to somehow force the particles to move like in the picture I drew? not completely from the beginning of the simulation but after a certain frame?? I would really like to re-create a rocket exhaust effect, when the rocket climbs higher into the atmosphere, then the flame goes outwards because of the thiner atmosphere.. (for example, the Photo below - my reference picture..) I already have the expanding animation done.. I just need now to somehow force the particles to move behind my main simulation.. is this somehow possible to do? I would really appreciate some help!