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Adam Ferestad

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Adam Ferestad last won the day on May 16 2012

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About Adam Ferestad

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    Illusionist
  • Birthday 02/04/1985

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    http://www.AdamFerestad.com

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    Adam
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  1. Stamping texture mapping

    I am trying to modify a texture map using a stamp command on the material override and it is not seeming to stamp. What am I missing? Here is my expression $HIP/4kTexture.`stamp("../StampBoxes", "ptnum", 0)+1`.png It successfully imports one texture, but it does not increment the value in the stamp. If I break that in any way, the whole texture breaks so it is "working", just not stamping off 0. Even if I use a different default value, the output of the stamp command is always 0. I am just using $PT in the value for ptnum on the copy stamp node. The scene is around 200 boxes, each pulling a separate texture.
  2. DOPs behaving badly: Grains source pyro for dust

    OK, so now I have a new problem. When I merge my volume with my sand points, nothing renders. Somehow I ended up with duplicate volumes in my simulation, which I have no idea how to reconcile, and the volume itself won't render when I solo it. It is the weirdest thing I have ever seen.
  3. DOPs behaving badly: Grains source pyro for dust

    Thank you so much for those, I will implement the changes and keep moving forward.
  4. Hey all, I'm trying to play with a scene where I'm doing some explosions on a beach and I wanted to make sure I had all of the individual effects down before I started trying to do the large scene. I already figured out how I want to do the explosions with a sparse pyro, and I got the grains solver to behave how I want for the sand to be kicked up, but when I tried to add a pyro solver to the sand grains I got some weird results, so I went to make a simple example scene that would be faster to simulate and it started doing even worse stuff. My grains scene is giving me some really bad smoke that doesn't seem to be advecting and is only generating on each frame of my cached grains. Seeing this, I found an example file which was using a pops simulation to generate smoke, so I tried to apply what was in there to a simple test scene, and for some reason my sims are applying giant black box sprites to the particles before it even gets into the pyro simulation. If you have some advice on how to handle the dust from sand explosion that would be great. If you have any idea why I'm getting the sprites, that would be amazing as well. The files aren't the cleanest, but here they are. I am using GridMarkets caching and rendering for the sand file, so if you don't have their nodes you can just delete them and replace them with filecache nodes. SandboxPop.hip pyroFromParticles.hip
  5. Yeah, I need it to be 3.0.13 specifically and a coworker has gotten it working on their system. It is something specific to me apparently.
  6. RS 3.0.13 and RS 3.0.16 tested and both fail. Houdini 18.0.287 Error: Traceback (most recent call last): File "Redshift", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\roptoolutils.py", line 10, in createRenderNode rop = hou.node('/out').createNode(rop_type, exact_type_name=True) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\houpythonportion\ui.py", line 851, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hou.py", line 9251, in createNode return _hou.Node_createNode(*args, **kwargs) OperationFailed: The attempted operation failed. Invalid node type name I have absolutely no idea what is going on and I need to get a scene put together to test for work in the next 24 hours. Any clues?
  7. So I am trying to put together a basic test scene for work. Just a box, a grid, a light, and a camera, and I cannot for the life of me get the lighting to render. pxr lights aren't doing anything, Houdini lights aren't doing anything. Nothing. The RIS node only wants to render the headlight. What am I missing?
  8. CHOPS question

    I was able to get a solution working by figuring out how to use the Wrangle node right. I didn't know that I needed to use the I and V variables, once I figured that out, everything came together pretty easily. Still trying to figure out how to use a ramp to affect the sampling range, but it isn't entirely necessary as I was able to just use some math to scale things smoothly.
  9. CHOPS question

    The limit isn't where the issue is coming from, it's the Trim node off to the side. Also, here's the file. MusicVisualization.rar
  10. CHOPS question

    I am working on an audio driven animation using a spectrum and trying to pump up my higher frequency spectrum so it activates as much as the bass lines, but I am struggling with a method. I am currently trying to use a Trim to cut out the lower register, then use a math node to multiply the values, then add them back in. Unfortunately the Trim node is setting the area outside the Trim section to an extension of the minimum and maximum values, but when I try to add the output of my Math node back into the original spectrum it is adding this in too, which is causing a stair step in the channel that I definitely do not want. It works beautifully, except for this one glitch. Help?
  11. Finding the Min/Max values in a field?

    I actually ended up trying something similar to this, but within DOPs I couldn't seem to get the function to target the field. It always returned 0.
  12. Finding the Min/Max values in a field?

    Are you suggesting that I need to use hscript to do this? There is no way directly in VEX? Or is hscript a command in VEX that I was unaware of? I can't figure out how to use HScript within my DOPs context. I have done it in SOPSolver nodes in the past, but never in DOPs. Also, how to pass the value downstream to other wrangle nodes?
  13. Finding the Min/Max values in a field?

    I am trying to figure out how to get the converse of a field, mathematically. I am attempting to blur a Cd field in using a Gas Blur microsolver. I have some mixed results, but I want to get some finer control over the radius, namely that I want it to blur more as it slows down. I have used the gas analysis microsolver to get the speed field by taking the length of the velocity, but I can't figure out how to get larger values to be in the lower speed areas. Obviously I would love to use a fit to invert the values, but I am struggling with an elegant way to get the minimum and maximum values for a given field. I could easily just do a loop in a wrangle and get the min/max values that way, but that is going to be extremely slow as this is a very large, dense simulation. Is there a simple way I can get the min/max values in a field so I can use fit(@speed, min, max, max, min) in a Gas Field Wrangle node to get the converse of my field?
  14. Differential curve growth

    That is really cool aivaras, glad I was able to provide some inspiration and help.
  15. Differential curve growth

    Hey all, I'm trying a little experiment to see if I can combine differential growth with space colonization. I think I've done a pretty good job using a volume as the food. Each frame the wire eats some of the density volume around it, then I use the local density field as a multiplier on the movement, thus causing it to stop moving when it runs out of food. Obviously I had to shoot a pyro volume at it when I got it working. Still figuring out a few things with it and playing, but I figured Id share.
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