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90okm

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About 90okm

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    Nikolas
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    Minsk

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  1. Hi ! i'm trying to render particles in redshift. I need to use noise in shader, but the problem is that particles are moving on SOP level and noise also sliding along surface as well In the case of mesh object i just use rest attribute and all is ok. Noise is foxed....but in the case of particles RedShift does not take into account rest attribute on particle.... so it causes noise to move (((( and it seems that we do not have an option to set custom data for noise seed ... it uses only obj position or some vertex data, that particle does not have.... is there any way to get what i need ? to apply bump noise on moving particle and fix it on this particle .... here on picture i have only one particle and it's moving....and bump ((((
  2. SOLVED i've just set up redshift DEMO as a loopback and all necessary CUDA libs now hqueue client loads hip without any errors
  3. Hi ! I've got hqueue farm set up on linux machines. i use it only for simulations Sometimes i get hip files for simulation that contain various number of operators which are not needed for sim (i.e. some custom ROPs, materials etc.) BUT ! when a client loads this hip file it warns that it can not load specific OTL and refuses to load hip. Let's say i have a scene with geo node that has reference to some Redshift material in its 'material' parameter. but i don't want to render this. i just want to simulate and write geometry to disk. But hqueue refuses to do that because it can not find redshift otls .... Is there a way to force houdini to ignore things like this....????? So you can not find otl!!!!....nevermind. just simulate...you do not need redshift to simulate dop network.... upd: when i connect to client via ssh and start hbatch in terminal - it works.....it loads file, claims that can not recognize node types...but simulation works when i start it with the command manually (render -V rop_node).. why hqueue can not do that and just fail the job ???
  4. Pyro/Smoke voxels stretching

    thanks, benne5 ! it has helped a bit i think i've got all these stuff because of my additional disturbance, that messed velocity field too much ! so i had to raise substep amount to mantain proper density moving.
  5. Pyro/Smoke voxels stretching

    Hi ! I'm not a kind of novice in houdini but i still can not get an answer please take a look at the picture here is the result of simulation. As you can see there are areas where smoke looks like stretched through several adjacent voxels Why do these stripes appear ? is it due to insufficient substeps or somewhat else ? in this case i set 16 substeps and rather high container resolution ! on the other hand i have high initial velocity stamped from points. i've tried to use adaptive substepping but it had no prominent effect. i think if i had risen substeps amount to 100 or more i would probably get rid of this stripes....but i would not like to simulate it for ages.... maybe some of you has found an easy way to deal with such issues....
  6. Hi ! I'm trying to setup grains simulation and have faced strange grains behaviour in my setup i'm using explicit constraint with varying strength on all constraints primitives When i run sim i notice that some clumps are moving in very strange manner ! not physical accurate please take a look at attached movie - i've marked piece with red circle...... i tried to set up more substeps but it did not help may be some one could help me to resolve this situation there is the hip file in attachment as well. grerror.mov a1.hipnc
  7. Hi ! I'm trying to distribute pyro simulation among several computers using hqueue And whatever i do i can not get proper results ! i've attached sample scene ! everything is done using shelf tools only (no custom multisolvers, etc.) as you can see the container, divided by 2 along X axis, looks fine ! but ! container divided another way looks wrong ! and i can not get what is the problem ! i just change slice division and nothing more .... distro.hip
  8. Hi ! sorry , but i have not managed to get nice volume data from points into VDB ! Take a look at this picture ! There is the 3x3 grid (9 points with float attribute) These 9 points are sampled into volumes In the case of standart volumes everything goes fine (volume slice on the right) But in the case of VDB volumes it seems like hollow circles , i.e. there is no any data within the radius of the point, just like this is a surface (not type of a Fog) Maybe "additional VDB primitives" means SURFACE type only ? Are there any ways to get the same volume data in VDB as it's been done with standart volumes ? there is the hip file in attachment vdbfromattrib.hip
  9. Unfortunately NO! the default parameters produce the same effect as you can see the inner area is empty although i have points there
  10. Hi ! i'm trying to get volume data from points attribute pls see the attached picture in this case i set an attribute to some value and want it to be sambled into new VDB volume. it works like surface "wrapped" around my points (red area). and it's empty inside, although there are points inside with the attribute set to positive non-zero value btw it works fine when i set vdbfromparticles SOP to Fog VDB - it fills all volume where points exist Is it possible to sample any arbitary attribute into VDB like Fog VDB option does?
  11. FLIP Velocity leap

    HI ! i've faced the strange flip behaviour i have a flip container following some object and i create some disturbance area by transferring v attribute from points to flip particles. Nothing more - no collision , no additional forces... particle reseeding - OFF everything goes fine for a while, but at some frame the velocity field makes strange boost across all container , as you can see in the attached GIF what happens there ?
  12. Hi ! sometimes i create effects of ships going though ocean. and it's always a problem for me to get nice water-cutting effect that occurs along the ship front. I get more or less suitable result but i can not say that i'm satisfied with overall look.... the most obvious thing for me in this case is to add some custom velocities to the flip particles near ship's surface. I just get ship's normals and modify them a bit (see the attached picture), and transfer them as a velocity to flip particles using SOP solver This works, but it still looks unnatural... hmmm... Maybe some of you may share their ideas how to set up simulation that could bring nice water breaking effect. Thanks in advance !
  13. Hi ! i'm trying to get a better understanding regarding DOP data in houdini ! i can not find any detailed info the only way for me is just digging it myself. Starting from a simple experiment. lets say i have an RBD object and try to attach some data to it. as far as i know the solver looks for the specific data and change object's state according to that data. for example RBD solver looks for the Forces subdata and change objects position. if i create gravity force - Forces/Gravity subdata is created on specific objject and this object falls down to the ground. It works even if i rename Forces/Gravity to something Like Forces/Blablabla Well! Assuming this, instead of creating gravity force, i create an empty data named like Forces/Down and set "force" option to [0,-1000,0] with "modify data" operator. then with "apply data" operator i attach this data to object. (It's seen in Geometry spreadsheet tab) But when i press play button - nothing happens. Where did i make mistake ? or someone could point me to somewhere where i could find an extra info about DOP's inner matters? Houdini help is not much clear from this point of view Just in case i attach hip file. here Thanks in advance ! mydata.hip
  14. Yes it works, but it looks like declaring new attribute....that's why i was confused. thanks
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