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Whatsinaname last won the day on October 26 2014

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  1. Vellum cloth preset settings

    There aren't any presets. This video might actually help you understanding how to set up certain cloth behaviours in Vellum, though.
  2. Problem With houdini flip

    I think it might be a bug, I've seen something similar with FLIP a while ago. Some particle separation values seem to be causing weird behaviour, slightly changing Particle Separation usually fixes it. Try a particle separation of 0.066 and check that works.
  3. Under the ocean render

    We did this in a commercial a while ago. Use an ocean surface with displacement etc for the top and have some light refract right through it. For the murkyness below, you might get away with volumes or VDBs and some noise (like curl noise inside a Volume VOP), maybe three different depths depending on camera distance, and some particles driven by a dampned, heavy smoke sim, also a couple of layers with different noises. That should be pretty much it.
  4. Slow moving water

    It is difficult to see what you mean without any further explanation. Can you provide us with an image or a scene file?
  5. Is it a Cache Problem?

    VDBs also tend to cause some memory leak issues. Sometimes re-starting Houdini is all you can do, so make sure to cache anything VDB related before rendering.
  6. scatter points in specific pyro field

    In the Scatter SOP, just Options > Density Attribute to fuel.
  7. Adding velocity from normals in H17 Pyro

    Hmm...not entirely sure if I properly understand your question. You can still use Volume Source to feed in any velocity field into your sim. Create a Source Volume, set it to Initialize > Source Fuel and do away with the fuel and temperature fields inside the Volumes tab (hit the small x), leaving you with just velocity. Make sure the "Velocity from Normals " field you created in SOPs is properly connected to this new Volume Source (SOP Path/Input) and plug the Volume Source into the third input of your pyrosolver. That should work fine.
  8. affecting shape of water with velocity field(SOLVED)

    You are using a Narrow Band simulation, only simulating the top slice of the container. This is a great solution if you are only interested in whatever happens close to the surface. In your case, just go into the DOPnet, check the FLIPObject and change Initial Data > Input Type from Narrow Band to Particle Field. I tested it with your file and it worked for me. Whirlpool13_t01_v001.hipnc

    It's called pyro source. You might want to take a look at the example files in the PyroFX menu bar, as these are simple working setups showing you how things are meant to be working together.
  10. pyro shader exports tap question

    I'm on H17.0352 Apprentice edition. Creating a new Pyro Shader in /mat gives me a proper Pyro Shader including an Exports tab. Try if that works for you in a new file, if not I'd recommend on updating Houdini (if possible, maybe a daily build might help). In case this problem still persists it might be a bug.
  11. Rendering Depth Map (only)

    Have you tried using any other formats than PNG?
  12. I had a similar issue with Alembics, also on Windows and a GTX. I ended up turning on the point numbers for orientation, as it wasnt't able to display the geo, but the point numbers.
  13. Isolating collided paricles in FLIP

    I'm trying to isolate those areas of a FLIP sim, that have been in contact or collided with some geometry. My problem is I've got something that works for the particles as long as they are close to the surface, but as I intend to create some dripping and surface tension effects. At the moment, I am assigning an attribute to the points which are colliding, which allows me to isolate the fluid on the surface, but of course that gets overwritten each frame. There must be a more elegant solution for this, but I cannot figure it out at the moment, so any ideas or feedback pointing me towards a better solution is welcome. collideStick_v001.hipnc
  14. Instance and point colors/groups

    Telling from your description, it feels like there is something going wrong with your packed promitive workflow. Just watch the following video, as far as I remember, they are more or less exactly explaining your problem and what you can do about it:
  15. Heightfields causing OpenCL issues on Farm

    This is very good to know, Thanks a lot. It also seems like OpenCL issues are affecting Flipbooks (= Flipbook crashing) on some constellations (speaking about Xeons running Linux).