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Everything posted by br1

  1. R.I.P.D DeadoDeathFX

    Very nice "reel", must have been fun to prototype that kind of effect !
  2. Parenting an emitter to a cache

    What about using a rivet to grab your alembic's desired point/points and plugging your emitter under the rivet ? You may have to convert your alembic to polygon firsts with the convert SOP.
  3. Hi, I'm supposed to add cloth-like turbulence to an animated object (imported as alembic from a maya keyframed deforming object). I wonder how to approach this effect. My only constraints being that the first frame and last frame have to match the source geometry, all the frames in between being deformed with "some sort of turbulence acting on a piece of cloth". Does anyone have some tips on this topic. go for cloth sim, soft bodies, anything else ? I couldn't find in my research any sort of "reach target" node in a cloth solver... bruno
  4. Cloth target ?

    Thanks Emmanuel ! Seem to be the perfect sop for what I need. I wonder how I missed that !
  5. Lightrig Technique

    Tipical Houdini spirit
  6. Hi, I'm having strange results when rendering subdivided geometry (with checking Polygon as Subdivision in the render tab of my node). As soon as I activate Polygon as Subdivision, the output of my normal pass is looking really strange (it' s still there but nearly invisible, on some other models I' m getting holes or transparency issues). It comes back to normal if I untoggle it. I attached thwo pictures, one with the color, one with the normal output to quickly show what's going on. I'm using a mantra surface as shader here, but had the same problem with, for example, a clay shader. Any tips ? Bruno
  7. Hi, I can't seem to get correct motion blur with this file. It either goes completely crazy when I render straight from the sim, or I don't have motion blur at all when rendering using disk cache. I'm using 14.0.258 on windows. Can someone double check that it actually works. I've tried plenty of different settings in the camera and the mantra geo samples, I don't remember having that kind of issue before. pop_bubbles_br1.hip
  8. incorrect particle motion blur

    You nailed it David. So it was a combination of both settings. I played around with camera shutter and left it low, but also tried really high values. I actually needed both higher shutter and compute velocity on the object node. I'm still disturbed by the fact that while using the particles straight from the sim, without disk cache, it was doing the motion blur, although not correctly. Just by creating a disk cache and using it, I completely lost motion blur until I toggled compute velocity back on. I'm surprised because I don't remember ever needing to toggle compute velocity to render motion blurred particles. Thanks for the help ! (never thought it'd be resolved that fast).
  9. incorrect particle motion blur

    @David : Tried that before posting, it's not doing anything in this case. @Cody : tried that as well, with no luck. I wonder if it's a bug or if there's something wrong in my scene. Never had that kind of issue ...
  10. eetu's lab

    Hard boundary looks great too !
  11. I need an object to cast shadows on every other object but not onto himself, and it should still receive shadows from the other objects in the scene... Any idea ?
  12. Thank you Pradeep, it's working great ! I also liked the examples from the other thread, very nice !
  13. shadow madness ...

    Thanks Eetu, I was looking for a shading approach, but your method should be fine. I have a a few lights in my scene , yet not that many, I guess I'll duplicate them and do some links. Still would be nice if it was possible through shading ...
  14. Hey Edwards, I was just wondering if you could elaborate on your method. I'd like to get a volume sphere push random points out of it's volume and wondered how you would approach that.
  15. Hi, I'm looking for a fast and cheap way to add curves behind my particles. My biggest issue is that I've got around 200 000 of them and they evolve for 1600 frames which makes the trail sop solution really slow. As they dont move too much I don't need the curves to be really detailed and I was wondering how I could clone the points form my particles first at birth time, then when normalised age is at 0.25, the 0,75. I would then use and add sop to connect the particle to it's first "child" until the second one is born and inserted in the add sop, and so on. Does anyone has advice on how to do that ? Thanks Bruno
  16. Clicking on the title doesn't do anything. On the top right I have what you see on the right there --->>> Reply to this topic Go to first unread post
  17. Thanks Michael. Is this under admin control or can users change a thread title ?
  18. Ok, I got it working. I just had to play with some age attributes to end up with a nice growth. File attached, thanks for all the suggestions. It spared around 8-10 GB of memory when computing compared to a trail/add sop over 16000 frames ! Thanks for all the comments and suggestions ! There's probably a way with fewer nodes but it fits my needs for the moment. Bruno ps : how do I rename a topic to solved ? odforce__solved_grow_curve_particles_br0.hip
  19. Getting there, This is probably what I ended up as the best solution for speed, close to what Andrea suggested. so I just compute the curves on the last frame of my sim, save them as bgeo, then us a wrangle to delete points by age. It seems to be working fine for particles born at the first frame, I still have to find a way to add the birthtime to it, because it's not really cutting the curves correctly for frames born later during the sim... odforce_grow_curve_particles_br1.hip
  20. Hey sebkaine, your dumb_trail is similar to the method I was using before, it's quite fast expect that in my case the curves have to live forever and be drawn from frame one to frame 1600 which forces Houdini to read all the caches... With 50GB of caches it's getting slow ! Maybe I should cache everything on a ssd or something similar. I still have to try a few other worflows...
  21. Thanks to all for the suggestions. I still have to try a few of the advises given in this thread. i was also thinking of generating all the curves once, the use a carve sop to trim them all based on the current frame. Haven't tried it yet !
  22. @Edward : my trail sop is not connecting the points, just computing the trail. Still, it has to go through all the cached files from frame 1 to frame 1600 to compute the final trail and I think reading all those caches can be extremely slow and painful.. @ Jutar : didn't try that yet, I I fear that I'll end up with huge cached files .. I'm already over 53 GB of data with the normal cache, I cannot imagine waht it'll be with each oint replicated over 1600 frames ! I'll give it a try...
  23. True usage of animation curve

    Very nice indeed !
  24. You can add a carve SOP to get rid of the surface, or use a primitive SOP and in the Face/Hull tab change Close U to unroll.
  25. Attribute Node for POPnet in H13- where is it gone?

    If you mean in a vop pop, you can use Bind and Bind Export to deal with attributes. More info here : http://www.sidefx.com/docs/houdini13.0/dopparticles/attributes