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Skybar last won the day on October 22 2018

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About Skybar

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  • Birthday 11/28/1991

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  1. flip collisions & substepping

    It looks like your collision velocities are the problem. New particles in the front immediately collides and gets pushed forward with that velocity. You can test this by setting Volume Motion -> Velocity Scale to zero and it should only collide and flow along, ignoring the collision velocity.
  2. question about UVs [Resolved]

    Yeah why not, try it. edit: I mean if you want different materials like that you probably have to do it another way.. But just different textures with different uvs it should be fine. Maybe need some way to mask between them though if they're overlapping. Sorry maybe I was too fast to answer
  3. No, just the node called ”VDB”. That will essentially just create an empty VDB volume, our ”base” volume. Plug that into the first input, and then the particles in the second.
  4. Haven't used H17 yet and I dont particularly know what that coverage means, but yeah it uses Rasterize Particles internally: http://www.sidefx.com/docs/houdini/nodes/sop/volumerasterizeattributes.html Rasterize Particles needs a base volume as you say, so just put down a VDB SOP in the first input and particles in the second. This is probably what Rasterize Attributes does internally too, just neatly packed up. If you are curious why not download the apprentice of H17 and take a look inside it
  5. Not in front of Houdini atm but you have Rasterize Points/Particles, VDB from points and Volume from attribute. Any of those should be able to do what you want.
  6. Pyro Resolution Fix

  7. You can also use Attribute Create SOP to edit. Set it to the same as the attribute you want to edit, un-tick "write values" and you can change the float type to color/vector etc. edit: Also it actually does matter for Houdini what type it is, sometimes. If you set it to "position", and then put down a Transform SOP and move the geo - you will notice the attribute will translate too. The same applies for "vector"/"normal" and rotations etc.
  8. Split curve input to seperate meshes

    Dunno how you are generating it, but you could do something like this: wall.hipnc
  9. Delete SOP making particles go crazy

    Delete by id instead of point number.
  10. Move points through the "center" of a SDF

    This could be improved upon but it works for this case (mostly, the intersecting tubes are a problem): volume_to_particle_dv.hip
  11. boolean vs post cleanup

    If it works then its fine. If you do the UVs before the boolean that should work fine too.
  12. Learning Curve of Popular 3D Software

    Kinda depends doesnt it? If you know zero about any 3d application, I guess the learning curves is similar. Might even be easier in Houdini because you know what happens at all times. However if you first learn the maya way of thinking, Houdini will be harder because you already have a different mindset - and vice versa. Learning new stuff isnt the hard part, changing what you already know is.
  13. Pyro Advect vector openCL bug

    It probably thinks it can skip the Cd.z because you have "Two Dimensional" turned on, so it will only "need" two dimensions even for a custom field. I dunno. If you uncheck that and limit the box manually to be 1 voxel thick it works.
  14. pyro cache gets stuck in place/ freezes

    Are you running it with OpenCL? That usually happens when the graphics card runs out of memory.