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About Omegaroth

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  1. guided ocean from animated geometry

    Hello this question was originally asked here (and I have pretty much the same question) https://www.sidefx.com/forum/topic/46028/ "I am wondering if it's possible to simulate a thin layer of ocean from any given geometry mesh in houdini?" Or from my input mesh that is a deforming animated plane? It is basically wave previs anim from Maya -- I am looking to drive a flip sim with this animation similarly to bifrost guided parameters: In the sidefx forum I linked someone mentioned "- detect position of flip particle if it is below or above the surface if below the surface but the distance with the surface is below a certain threshold advect it by the point velocity. if the distance is more than the treshold it get deleted every frame." I was wondering if someone can headstart me with how to go about this implementation, does this process need to be done within the solver? Thank you all for your time! -Shane
  2. Ripple solver on a deforming mesh

    Hello, can you elaborate more on how to " transfer position offset from deformed grid to the static one (input to ripple sim). Then attrib transfer those offsets from flat grid to flip mesh and displace points with the offset." I get it in theory but am working at scratch from home atm and looking for a bit of a head start. Thank you!
  3. Retime slow motion points

    i had to create the id's within the solver, feelsdumbman
  4. Retime slow motion points

    Hello all, I have a sand set up based on points being advected by vdb vel. The results come out nice enough but the motion is too fast. I need the speed sim/solver speed to remain the same though to retain the kind of details I'm getting so I can't just multiply the fps down in the solver to cheap a slow-mo effect. What I'm looking for is to simply retime the points post-cache and make my cache slow-mo, which actually works using a timewarp (I just stretched the output range an extra few hundred frames) -- The slo mo effect is achieved but there is obvious stepping in between frames where the cache will freeze and play ever other frame (due to the stretching) To avoid this kind of stepping I tried using a timeblendql, which seems to have almost worked but because my points are dying and being deleted based on age, the timewarp breaks. Timewarpql has a neat feature where you can use the v of the point to blend between subframes, but since I'm inheriting my point v from the vdb vel its not as accurate is if you were using a trail sop, and again the trail sop breaks in my scenario because of the points being deleted perhaps based on age.. I can smooth the points together in post with nuke using a frameblend and you don't see the stepping... But i'm sure there is a proper and procedural way to interpolate between the substep frames of the point between A + B... just not sure how to go about this and I am having trouble finding a reference on the net. It would also be nice to have this setup on hands in the future. Thanks for all your time!
  5. cache a sequence per processor

    Thanks for your response! I will definitely look into command line bactching per core. Maybe it would be a good exercise to practice writing a python script for it.
  6. cache a sequence per processor

    I brought in 2 million points a frame from a third party fractal generating program. the program writes the point data out as .csv and im reading in color and position with table import Directly after a few attrib namings I am filecaching as bgeo.sc Since this process isn't taxing on the cpu's at all, and I'm loading/writing via ssd I assumed I could potentially speed up the process a lot more rather than using the traditional vanilla filecache. Each core has 2.8ghz, 3.5 turbo boost (if that ever actually works) Thanks for your response!
  7. Hello, I am currently caching 240 frames of 2 mil points a frame and my cpus are only using 10% to cache this thing, but it is taking several hours to cache the full frame range. I was wondering if there are any workarounds or scripts where I can specify each cpu (i have 20 cpus 40 threads) to batch a certain range per cpu (maybe 12 frames a core over 20 cores) Any tips or resources references would be greatly appreciated! Thanks all
  8. sorry I just saw this -- thanks a lot for your response I'll give that a shot!
  9. Hi Mangi, thanks a bunch for your response I'm pretty sure the current build installed is htoa-0.7.1 for houdini 13.0.401 According to solid angle user guide I "Add(ed) Arnold Properties" and the arnold tab showed up on my geometry sop, I have both the transform keys and deform keys set to 2, and the same settings set in my arnold rendering node
  10. anyone have any experience with htoa? I'm having trouble exporting proper motion vectors to .ass my error is saying is that my "vlist" (A point array of vertices. Multiple keys are supported to obtain deformation motion blur.) and my "nlist" (A point array of vertex normals. Multiple keys are supported to obtain proper deformation motion blur.) dont match .. command line prompt reads ERROR | different number of motion keys in vertex/normal arrays: normal keys: 1, vertex keys: 2 I have no idea how to fix this.. Previously I was transferring point velocity from my point cache to my geometry with attribute transfer. Mantra was rendering the geometry perfectly fine with motionblur As you can see in the attachment my geometry has point velocity. When I subdivide the geometry, the velocity vectors update with the polycount increase so its definitely connected. Any ideas? thanks for your time!
  11. Velocity from curve tool

    Thanks a lot for this Nate I was trying to recreate the tool, and I think I've done it completely, but whenever I add points on my top-level ramp, the the sublevel vop ramp doesnt recognize that a new point has been created. how did you link your top-level ramp settings to the sublevel exactly?
  12. I am trying to have my fluid hit my pan that I have modeled and for the "hot" pan to react to the fluid naturally. I am trying to figure out how to make the fluid dissolve as time commences. I am also trying to figure out how to make my steam look more like rolling smoke. I tried to use a volume smoke to emit from my liquid fluid but I don't know how to attach these nodes. This is my final for Houdini class due in 2 days and I am having a very difficult time with my lack of knowledge on how to execute this project. I can really use some help. Thanks in advance helpPlz.hipnc