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Whatsinaname

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    Ernest
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  1. A slightly more brutal approach could be using an Attribute Blur SOP on P and try slightly higher blur values. Or use a DeltaMush deformer, with some non-spiky object as reference object. If that won't help, is it possible the distance to the nearest points might be different for the spiky areas? You can check that easily using point clouds: (More on point clouds: http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex20 )
  2. Render Smoke Question

    Maybe it was easier for us to help you if you posted some renderings, illustrating the look you want to achieve and what your actual renderings are looking like.
  3. VDB does not export properly.

    Seems like the densities are too low in certain areas, you could give it a little boost. You can also try a VDB activate, sometimes that fixes certain issues.
  4. Cache Preview and Memory Management

    What kind of problems do you have? How much RAM does your machine have? What's your GPU?
  5. How to suck a fluid using a straw ?

    I'd strongly suggest faking it, if possible. Add an emitter at the end of your straw, so you've got perfect control about the amount of fluid flowing out of your straw. You could as well add a sink at some point where you want the liquid to enter your straw. the level inside the straw can easily be controlled in shading.
  6. Here is a small test setup I've made. It is advecting particles along a curve, driven by a velocity field. I added another velocity field pushing the particles back towards the centre of the curve and blended the two. This is done by deriving a new field, based on a volume gradient and multiplying the volume gradient by the volume sample and negating it. So far, I haven't tested it much, but it seems like it is working, but the settings will certainly need some tweaking. As in Houdini, there are very often multiple solutions to the same problem, I was wondering if there was a different way of achieving this...how would you do it or improve it? advectPush.hipnc
  7. Information on vellum attributes ?

    You might want to check out the documentation on grains and POPs, many attributes are shared.
  8. You just need a more advanced intersection test, checking if any particular primitive or edge is intersecting the volume.
  9. Houdini 17.5 .obj export

    Although you could export each of them as a single object, I'd strongly advise against doing so. Apart from that, exporting an OBJ sequence would probably destroy any velocity data etc, so you might want to stick with Alembic. Alembic can be a bit of a pain when it comes to transporting data into your desired target application (maybe it would be easier if we knew what that is). However, it allows you to write attributes to your points and there are numerous ways to read these attributes in your target application.
  10. Grains - how to make 'em bounce off surfaces

    According to Jeff lait from SideFX, PBD in its current installment won't allow any bouncy behaviour. So Karl's solution might be the only viable one, deactivating PBD behaviour in order to make the particles bounce. (He says it in this video, at about 27:40)
  11. Vellum Cloth Crumple

    You might also try applicating a force towards the inverse normal direction, using SOP Solver inside DOPs or some POP wrangle. I did that successfully in the old pre- Vellum days to create a crumpling effect.
  12. Non commercial to commercial render service

    The problem is you are not supposed to be doing any commercial work with the nonCom license. This includes setting up a scene. What you might want to do is getting yourself a Houdini Indie license...which allows you to be doing commercial work unless you are making more than 100k$/year... It's a fully functional Houdini license for $269USD https://www.sidefx.com/buy/#houdini-indie
  13. You can use the Volume SOP > From Camera to create a volume out of your camera view frustrum and then do a quick check if something is inside the volume (e.g. create group from Volume and delete everything inside that group).
  14. Grains - how to make 'em bounce off surfaces

    Thanks, Karl, but unfortunately that is not the solution I am looking for. Setting ispbd to 0 will turn off Position Based Dynamics, which is what separates Houdini particles from grains. I was wondering if any bouncing behavior can be achieved with Houdini grains/PBD at all. It seems like grains and Vellum grains in their current implementation are incapable of bouncing.
  15. Particles will bounce off a collision object, and I can influence that using the collider's Bounce parameter. Great. However, if I change my particles to grains, they will not bounce anymore, but slide. No matter what I do and this goes for pop grains as well as for Vellum grains. Settting ispbd to 0 is not a real solution, as this means I am not using PBD/Grains, anymore. Any idea? Here's a very simple test scene, using a pighead. Just activate/deactivate the POP Grains node in DOPs. collision_grains.hipnc
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