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hotdoggyurkeyam

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About hotdoggyurkeyam

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    Peon

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    brian
  1. Weird, after fiddling around and not getting anywhere. I went ahead and recreated my DOP network. And now it works! No idea why:
  2. Hi Sean-R, Thanks for the tip. Unfortunately, the result is still the same. I added s@constraint_type = "all"; it to my attribute wrangle: And I can see the attributes in the spreadsheet: And no luck:
  3. Hi there! I've tried to wrap my head around why this isnt working. Would like some eyes on it as it's not clear as to what I am doing wrong. Following a destruction tutorial and noticing my glue constraints are not showing up. Here is my packed fragments with proper names on the points: Next step I unpacked, promoted the names from point to primitive and I can see the constraints with correct primitive attributes: In my Dop network, I have the Constraint Network pointing to the correct sop path and insterted the correct data name on the Glue Network Relationship node. I see a warning saying "Required data Glue not found or the wrong type": Any ideas? I am using Houdini 17.5 Thanks!
  4. Particles clipped with lower pscale

    Oh interesting. I switched to Micropolyon PBR and same result. But switching it to Raytracing does not clip the particles: Thanks for the solution Atom!
  5. Particles clipped with lower pscale

    Keep in mind the image aboves are renders out of mantra except the fourth one, which is in the viewport.
  6. Particles clipped with lower pscale

    Has anyone been getting this issue where particles are getting clipped as pscale is lowered? Here is a range of images of same frame, from lower pscale to a higher pscale: I don't have an option of increasing pscale, since it just turns to a blob of garbage. Here is the viewport to show that particles do exist: Tried using a "pscale from camera distance" OTL we have at our studio but doesn't seem to work. And even checked the geometry node and Point Scale is set to 1: Tried adjusting the clipping near and far values of the camera, but I do not think that is the issue. Any help would be appreciated.
  7. whitewater foam popping

    Yea I did two sims: foam and bubbles, and the another for spray... gives the best results. I tweaked the whitewater source "Limit to Depth" parameter to isolate the emission points more closer to the surface. Thanks!
  8. whitewater foam popping

    Hmm I did another sim but this time with bubbles..... no more foam popping, but this seems to generate far more particles for bubbles then foam.
  9. whitewater foam popping

    New to houdini, and trying out the whitewater solver. I have spray and bubbles turned off, and only foam. I am noticing many are popping. Is there a solution to fix this? I attached a video below. Also, is it common to split out spray, foam, and bubbles as different white water solvers? Thanks! whitewater_foam_popping_h264.mov
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