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Everything posted by dobin

  1. krakatoa style rendering

    constant shader with some transparency, dive inside the shader and kill the node that multiply the color by opacity.
  2. Particles advection

    add a popsource followed by gas mist solver and connect it into the 4th input of pyrosolver (advection)
  3. Deleting Pyro sections after cache.

    volume mix should work but in your smoke sim the density value may go above 1.0. make sure your box has more density than your smoke sim. you can use Post-Add/Mult in volume mix to add density to the box.
  4. Flip rendering

    I had a pretty good result in the pass converting white water particles to VDB with Volume Rasterize Points SOP. Calculate gradient with VDB analizes and use it in a volume shader to calculate reflection. You can use pbrspecular plugged to albedo and added to smoke color. On top of that add some displacement in shader for finer details.
  5. smoke trail on path

    hi, I've been asked several times about this effect https://vimeo.com/61015448 so here is the hip file with some notes inside. trail_smoke_on_curve.hip Also I have a question to houdini gurus here please: Is it possible to align the containers along the path in DOPs? If I have the tangent and up vector of every cluster point how can I get the orientation of every point from SOP and align the corresponding container in DOP? I've tried Point Position DOP but can't get it to work. Thanks!
  6. Cloud Light real scale

    I've found The Cloud Light rig very slow and not working well with animated cloud. You can cheat that by diving inside the CVEX where the clouds are generated, remap the noise from 0 to 1 or use the final density plugged into a ramp or spline VOP, create as many colors as you want and export it as Ce (color emission). The cloud shader picks up that Ce and generate the emission for you.
  7. why not convert the curves to geo light and control the attenuation? color and opacity along the line could be set on point attributes and adjusted in the shader.
  8. Exporting RBD geometry

    if you're using packed geometry make sure it's unpacked before export
  9. Wispy smoke Effect

    advect particles by a low res smoke sim and render them as points directly
  10. Viscosity Noise sop solver

    sop solver recalculate the cluster on every frame. use 'enable solver' after your sopsolver and set it on the first frame only ($F==1) or better set clusters and viscosity in SOP before importing particles to DOP.
  11. you can run FuseSOP inside foreach SOP with chunkBrick* for a group mask but this way you'll get a separate name attribute for every chunk (not every brick) in assemble SOP after that. So you still need a Fuse SOP after import on a separate branch with an assemble SOP to generate names and attribute copy those names on the second branch after the foreach SOP. I'm sorry I can't upload a fix to your hip file right now but hope it's clear enough.
  12. Fuse SOP after import should help
  13. Gas Upres Retime Shaping Issue

    the animation curve shoud be linear. if you're using a smooth curve interpolation between the keys it won't work. also you might need to multiply the source values by the time scale so when simulation speed change more or less fuel, densiy, temperature, vel, etc to be added or subtracted from the sim according to that scale..
  14. this thread is quite old but might help in this situation especially the file from Tomas: http://forums.odforce.net/topic/16834-pops-glass-shatter-effect/page-2#entry102788
  15. Many thanks, Pavel! супер си
  16. I'm more interested to make such displacement in SOP since we usualy export it for rendering in another software so I figured out when I convert the pieces to vdb and back to polygons with my initial geometry plugged on the second input of the convertVDB I get masks for edges, seams and interiors as well as good subdivision resolution for displacement but that happened on the first frame only and I'm not sure how can I use it in the Pavel's setup. and here is the question: why we need to calculated the displacement on every frame. Isn't it possible to get that displacement on the first frame and use the transform from the lowres pieces to drive the hires ones?
  17. Trouble with volume passes

    you can't get Normal, Depth and Position passes for volumes. if you want more passes to play with in comp you can export every field from your dop import node like temperature, heat, fuel, etc... if you need a depth in comp then you shoud render in a deep image format.
  18. Trouble with volume passes

    make sure vex type is set to float in your AOV passes
  19. Trying to figure out edge fracturing..any advice?

    what comes up to my mind is using some crossing splines to fracture the edges and cluster or glue the big pieces inbetween edge_fracture.hip edit: something like this maybe: https://vimeo.com/83374382
  20. Advec Color by velocity in pyro

    - remove your sop vector field and creat just vector field with name Cd -import the Cd the same way you did for density using another 'Source Volume' and put the Cd into velocity field on 'SOP to DOP Bindings' tab. that should do it you could also add gas difuse DOP on the same imput as your Cd_gasadvec to blend between colors
  21. on the old bullet masterclass Jeff shows a way to do just that: http://www.sidefx.com/index.php?option=com_content&task=view&id=2350&Itemid=132 by the end of the movie around time 1:50:00
  22. transfer color texture to points

    your uv should be point attribute...usually imported geometry from other apps come in with uv as a vertex attribute all you need to do is to use attribPromote SOP and switch the uv from vertex to points
  23. Pivot Translate

    to center the pivot in Transform SOP type $CEX, $CEY, $CEZ in the pivot position
  24. Fluid Ink style animation problem

    sorry I've forgot the texture I'm using to form the shape:
  25. Fluid Ink style animation problem

    here you go: P_Ink_v01.hip maybe it's not exactly what you're looking for but hope it'd help to get you started in this case I'm droping some particles onto a grid forming the letter "P" but you got a lot of options to control the numbers, size, speed, etc.. P_ink.mov and render it out to see the colors: cheers