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loudsubs last won the day on June 6 2017

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  1. Do you have this hip file I can look at? I'm not getting as cool of an effect when I try to mix flip
  2. The threshold range will take that input range and remap it as a 0-1 multipier on your disturbance value. So anything .05 or above will not get effected, and the closer you get to 0, the stronger the effect. Basically masks the edges of your smoke to get the fine detail
  3. Rotation Trouble

    Very cool! thank you for taking a look at my file, and giving the detailed explanation, lots to dissect here. Thank you!
  4. Rotation Trouble

    I'm using a pathsolver setup (from entagma) to get some random animation on points, moving either 1 step in X or Z each iteration. And then running into problems trying to create rotations from the animation data. The math to get the correct amount of rotations (happening in CHOPs), seems to be working, however the orientation or the axis' that the rotations are supposed to happen on, are getting screwed up. If I only allow for rotations along one axis, either X or Z, I can get it to work. But when I enable both, I start getting really weird behavior, and rotations happening along different axes. So if there's a quaternion expert out there that wouldn't mind taking a look, I'd really appreciate it. Basically the part in the scene where I'm having issues is the pink rotations node near the bottom, and that is getting its data from the green chopnet just above. The stuff near the top, in the grey subnet, you can pretty much ignore, it's just generating some animation on the points in a technical way. Thanks! pathsolver04.hiplc
  5. A little Stumped here

    Did you try the split point SOP? This might be what you need, if you have a procedural method of grouping the points that need to be split. (I just grouped by hand in this example file). pointsplit.hiplc
  6. New rig - advice for using 3 gpu's

    I'm planning out a new rig, and will be utilizing GPU quite a bit for sim and rendering. I'm pretty novice with hardware building, and am looking for some advice on a MB and case that could fit 3 GPU's. 660ti 3gb - Old card, but seems like it would be fine for the viewport 1070ti 8gb - for sims and rendering 1080ti or Titan RTX - TBD on which card I will get, but it will be something big for the 3rd card This is the rest of the build I've come up with so far. I'd like to figure out if these 3 cards would fit with this ASRock TRX40 Creator ATX sTRX4 MB and The Enthoo Primo case, or the Enthoo 719 case? https://pcpartpicker.com/list/hMfj9G Cheers!
  7. Optimize Pyro Container, H17

    Been trying to crack this one since they changed the sourcing. Few variations here. Done in 17.5 vel_test2.hip
  8. ffmpeg multi file output top

    Guessing here, haven't tried this for writing videos - Partition by attribute, and make sure the attribute you're wedging is in the filename. Then you should get 3 different files.
  9. vellum dynamic constraints

    I have basic tentacle-type setup, that's what I'm going for anyway... I'm creating dynamic constraints from a cluster of vellum points that are pinned to some SOP animation, and attaching to some vellum softbodies with no pinned animation. Done using the 'attach to geo' option on the vellum constraint DOP. The constraint creation is working, but I want the soft bodies to get pulled into the points that are creating the dynamic constraints (like tentacles pulling something in). I've tried by manipulating the rest length, but that doesn't seem to have any effect. Anyone know how to get this to work? Thanks! vellum01.hip
  10. Houdini 18 Wishlist

    GPU mantra GPU sparse smoke solver. Like the one this guy made Some love to the CHOPs animation tools, for non-animators (ie: spring, jiggle). Ways to make it easier to procedurally (group?) effect only certain parts of the incoming data. More control and options to fine-tune when using spring, etc.
  11. Yeah that's pretty much it, make a simple scene and test it. Think of it like doing vector math in a vopsop. the gradient fiield is a vector, and you can add it to the vel field which is another vector. You can also mulltiply a vector field by a scalar field, (ie: temperature). That is how buoyancy works in a smoke sim, there is a bouyancy direction (a vector), and it gets multiplied by a scalar field, temperature, which controls the magnitude. The control field parm of some of the shaping tools is indeed a mask, almost like a group field in sops. It wants a scalar field like density or temperature, or something custom like fit length of a curl field (which you could get with a couple gas analysis nodes and a gas vop) You dont really need to mess with the bindings tab often. You can do some of these operations with vdbs in sops (vdb analysis), and then lookup the volume values on points that are sitting in the same position using a pointvop and volume sample. This can be a good way to inspect the numbers more if youre trying to figure what exactly the calculation is doing
  12. Gas match field will let you create a new field and gas analysis will do a specific calculation, such as find the gradient or curvature. It's similar to the vdb analysis. Then gas calculate lets you do math operations, such as combining fields by adding or multiplying, etc. So if you had a FLIP sim, you could use a gas match field to create a new field, using the flip surface field as reference. Then you could calculate the gradient of the surface, and store it in that newly created field. Make sure to pick the right class of field for the new field, based on the operation you'll do with the gas analysis. Ie: to store a gradient calculation, it needs to be vector. Now you have a vector field, based on the gradient of the flip surface. You can use a gas calculate or gas linear combination (preferable for simple operations) to add that field to vel. Also, there's a masterclass called 'building fluid solvers" or something like that. definitely worth checking out.
  13. dynamic bones

    I'm working on a project where I need to hand animate a snake-like character doing spirals and twists. Investigating approaches, I came across this video, where the guy basically gives a bone chain wire dynamics, and is able to get some really nice overlapping tail motion, just from animating the root of the chain. At 9:00 of the video he starts to add dynamics, and you can see the animation effect I am trying to achieve at 12:50. My goal is to find the easiest way to get overlapping tail motion, by animating just the root. So far I'm just trying to get a wire to behave nicely and not explode from a simple sine wave animation, nevermind getting the bones to move with it. Any rigging experts have advice on how to approach something like this in Houdini? Thanks!
  14. It would definitely be nice to have an input for pivot on the rotate function... The work around I do for this: Store the original pivot, move each box back to origin by negating the orig pivot, perform the rotation, then move the boxes back by adding orig pivot. Did a few example notes in your file. matrices_a.hipnc
  15. Opus Pattern Grid

    Playing with Konstantin's setup with an extrude sop and a for loop