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yaohaosquall last won the day on October 24 2013

yaohaosquall had the most liked content!

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  1. Hi~I'm trying to make an viscous fluid effect like a jam that can stick on to the collision object,the collision object is a kinda flat surface,just like what you can see in the image below.I've tryed everything that I know,the fluid just can't stick to the bottom of the surface but only the edges area where the surface is a bit curved. I also tryed to modify the velocity of the particles to track the surface but the added velocity where right under the bottom always got eliminated during the viscosity stage.Does anyone know how to fix this problem? thanks. sticky_fluid_test.v003.hip
  2. Hi~ I've got a problem when I import particle(bgeo or alembic) into maya.I created a OTL which is as simple as containing only a file reader node(or an alembic node for reading almebic file).I used it to load a bgeo file which contained only a particle primitive in maya through houdini engine.It seemed ok ,I saw the particles,then I created a custom attribute to access the attribute that I created in houdini,and used that attribute to set up particle instance.Again I got a fine result when I first played the animation,but once I stopped playing,I lost all the connection between particle shape node and instance node as well as my custom attribute on particle shape node. How did that happen?Is it a bug or I've done something wrong?
  3. Sorry to reply so late,malexander. Yes,like you said,the problem is fixed after updating to SP1,thank you very much.
  4. Hi~I'm trying houdini13 these days,but I always get this fatal error when I try to introduce some vop operations into my sop network.Have tried other build version of H13 but they all popped up this error and crashed.H12 works perfectly,only H13 has this problem,don't know why.Does anybody know how to solve this problem? Thanks!
  5. Hi~if you worry about the details lost at the corners of the curve,you can use a resample sop which will maitain most of the details you need with appropriate paramaters.And if you want to reduce the number of the points generated by the resample node,you can then wire in a refine node and choose "Unrefine" mode,which will reduce the number of points at the flat area while keep the points at the corners.
  6. Thanks,Magneto!I don't know much about the differents between CVEX and VEX,gonna have a look on it! Symek,I think you gave me the right answer,Maybe that is why it always works in a shader network.thanks! And DanBode,yeah I'm looking for a method does the same thing as volumegradient() function,but not this one.I'm trying to implement a for loop in vop network that can recursively modify a level set like ln = F(ln-1),so volumegradient vop may not be a appropriate choice because it always references to a sop data that is outside of the vop network which means it can't be modifyed dynamically.I tryed to do it in a foreach node where I can just use a volumegradient to do the right thing but it was not as efficient as i expected, so I'm seeking for a vop loop implementation. thanks anyway!
  7. Hi,masters! I want to test sinppet node in volume vop sop,and I try to use "gradient" function to calculate the gradient of the density field,but it turns out an error saying that "Call to undefined function vector gradient...".So,is there any restrction of using vex fuction in sinppet? thanks!
  8. Hi everyone! I'm doing some water shots and I want to render a large number of particles for the spray pass. By rendering points as uniform volume I can get a nice result but it takes about an hour to even render a single frame,and that is unacceptable for a 350 frames long shot. It's a very close shot with about 10mil particles to render.I'm using ray tracing render and have turned down the volume and volume shadow quality to 0.15, set stochastic transparency to 10,still,it didn't change much. So does anyone have some good solutions to this,or some other way to render the spray pass? thanks!
  9. Hi~ I'm trying to build a raytrace shader,and I want to control reflection by a reflection map.however, I don't know how to transform the reflection map just like using a environment light.I thoght maybe I can transform the shading points and normals before feeding them into the trace operator,but, is there any easier way to do that?
  10. question about naming solver's data

    thanks anim,but why it works when i put an object into the solver's input directly with the data name already changed
  11. question about naming solver's data

    I find a interesting question about solver's data name. If I wire a solver node directly by feeding a sim object into the solver's input,it works well no matter what you type in the data name parameter of the solver(though this parameter is disable after attaching a solver node in this way),but,if I attach the solver by using a "apply data" node,the solver won't work correctly unless the solver' data name is "solver" exactly.It's funny,and I feel it is the way in which houdini deals with object and its subdata in dop network that makes it that.So can anyone tell some more details about this little "bug", thanks.
  12. Opencourseware - List

    thans,it's never too late to learn!
  13. how to bake displacement into a texture file

    Yeah!The key is transfer displacement to surface color and render the UV out,I should notice that earlier.Thanks Erik_JE,actually,the reason I need this displacement map is not just for reducing render time.And thanks again mdunkley,you've already point out the key,I just did not quite understand,how foolish I was.
  14. how to bake displacement into a texture file

    Thanks for your reply,mdunkley,but I'm afraid your suggestion wouldn't be the best one,because SOPs work on point while shaders work on shading sample,if I transfer displacement to a point attribute,I may lose most of the fine detail and get a smooth result. I think there is a more straightforward method likg rendering cubic enviroment maps. Anyway,thanks,mdunkley!
  15. hey!I have set up a procedural displacement for a object using VOPs and I want to bake it into a texture file corresponding to the UV map to speed up rendering.Does anyone know how to approach it?