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nap

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  1. Maybe it is possible to use the DCM files with the "Pre-Composite Samples" flag on. This way we may have all information needed to run the method as a post process. I will try this as soon as possible. Cheers, nap
  2. Hi, has actually anybody tried this technique in production or equivalent experience with it? http://dev.ipol.im/~mdelbra/rhf/ This is just the latest one I found. Cheers, nap
  3. hqueue dependency

    Thanks Zweger, but this is how I did it as usual. I would like to create a bit more complex dependencies. Maybe I just have to script it by myself. I think there is an Python API in Hqueue. Cheers, nap
  4. Hi, Does anybody know how to submit a "A Simple Parent-Child Example" : http://www.sidefx.co...ationships.html Or how to submit a dependency chain out of Houdini. Like, Simulation --> Meshing --> Rendering. It's simple in Houdini on one machine but how to take it over to Hqueue? Cheers, nap
  5. vdb - create fields

    hehe, nice one, thx
  6. vdb - create fields

    Well, I just want to know how to use this node. Thanks nap Okay, thanks Hudson! Do you have a link to this VDB topic?
  7. Hello, I am playing around with the VDB stuff lately and most of it works great. But I noticed that i can't use a plain VDB node and create based on the dimension source a volume, like a velocity field. It always said "<empty>". I like to create a vector field and then manipulate it by the Volume Vop as with the standard Houdini Volumes. Any tips or a workflow explanation would be great. Thanks nap vdb_empty.hipnc.hip
  8. tile index

    Hi, does anybody know how to change the tile index without recreating an Ifd? Is there any commandline arguments or python filtering for mantra? Thanks nap
  9. microsolver gas project non divergent

    Thanks Nerox for the quick reply. But unfortunately I already know that. I suppose that I did not make myself clear. What I try to achieve is to modify the Divergence Field that the fluid/particles are only able to move to specific volumes. Something like a "sluggish" compensation field against all other forces and that's why I mentioned the pressure field. Sorry for the misunderstanding. Looking forward.
  10. Hey folks, Does anybody know how to use the "Goal Divergence" and the "Pressure" in the "Gas Project Non Divergent"? Whenever I try to inject a field the particles go crazy. Would be nice to get something like a explanation or example file. Thanks
  11. h12- flipfluids highres

    Okay that makes sense, thanks johner. But still, the water appears blobby and after a while instable/getting more turbulent. Do I miss a parameter or should I apply one specific gas micro-solver. Now I will try just to decrease the partilce seperation, particle scale radius and also put the grid scale to something like 1.7. Would be greate if somebody can post his/her experience to gather more and more information and finally achieve really realistic results. I think i am going to create a kind of a library. (The Wedge Rope is so essential) Cheers
  12. h12- flipfluids highres

    Hey folks, I'm actually just about to go to naiad. just kidding :=) For an example a really simple scenario: see at the file. How do I get the effect that the water is getting smoother and is going to settle down instead of coming more and more disturbant. But at the same it has to be extremely high resolution. I only get the shapes of water when i have kind a heavy,concrete motion and streams in my fluid to the moment the water is calming down then it is going crazy and looks weird. I like to create something like a pond but with collision to obstalces and borders. Hope you understand what I mean. Best greetings and thank you. nap h12_flip_fluids.hip
  13. h12- flipfluids highres

    Hey folks, I'm actually just about to go to naiad. just kidding :=) For an example a really simple scenario: see at the file. How do I get the effect that the water is getting smoother and is going to settle down instead of coming more and more disturbant. But at the same it has to be extremely high resolution. I only get the shapes of water when i have kind a heavy,concrete motion and streams in my fluid to the moment the water is calming down then it is going crazy and looks weird. I like to create something like a pond but with collision to obstalces and borders. Hope you understand what I mean. Best greetings and thank you. nap
  14. pc unshaded

    Sorry, I was probably a little impatient. Already solved!
  15. Hi guys, I'm playing a little bit with point clouds in VOPs but right now I wonder whether "pc unshaded" is possible in VOPs. It would be great if anybody can post a example scene. thanks a lot nap
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