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Found 177 results

  1. Hello Everyone, I'm offering a 25% discount on the "volume rendering using houdini and arnold" tutorial. The techniques demonstrated in this course are 100% applicable to Houdini 16 and to the latest arnold version and to volume rendering using arnold in maya, cinema 4D and or xsi. Preview: Same techniques used to render these volumes: Get it now: http://www.cgcircuit.com/course/volume-rendering-using-houdini--arnold?affid=e245f471eae8980461f2286ce070ff396d6ffc54930aad03cf3d811923ff74900aff8e3de73a75c248b4ff557c8d5f8b12788af79c176c15116b82b6fabc2310 Enjoy!
  2. Hi to all, i was preparing my source for a pyro simulation and i incurred in a weird artifact As you can see in the images i uploaded in the edge of the geo there is this weird blur, the problem is that even if i turn up the density or the division size i get this, it occours also in the pyro sims making everything look srange It couldn't be neither my video card drivers or houdini, i already tried reinstalling it without obtaining anything Any advice? I leave you the scene file Thanks in advance Volume_Vis_Problem.hipnc
  3. fill mocap volume

    Hi all, I'm working with some mocap meshes that I'm trailing particles over using the 'minpos' technique in POP VOPs. I'm getting a little stuck though, as when i make trails of the particles, these obviously trail behind the mocap as the keep their birth XYZ coords. What I'd like to achieve is that the trails adhere to the surface of the body/geo in the same way that the particles do, so i end up with something like 0:24 > 0:26 of the attached video. Maybe I need to do something within a sop solver? perhaps dop pop is the completely incorrect way to go? Any hints or tips greatly appreciated - I've attached my .hip here should anyone have the time to take a look! Thanks! (hints on filling the volume as-in the video will also be met with rapturous thanks... I'm not even sure where to start with that one.) surface_particles_trail_test.hip
  4. volume noise based on a point attribute

    Hey Guys. Quick question. I have a volume that I am applying a cloud noise to, and I want the amplitude of that noise to be driven by an age attribute. my steps so far. - create points with age attribute - copy spheres onto the points - convert to a VDB fog - apply cloudnoise How do I get my age attribute from my points into effect on a volume driving the amp of my noise? Cheers
  5. Hi, interesting: if I activate the fluid-sop, the templated out-sop (the chunks) disappear. Is this normal? RGB_WALL.hip
  6. Hi there, First time post here. I'm relative new to Houdini and I really love already it but there are some things that (probably) are really simple but I just can't figure out. I must admit that I have very little experience in expressions and python (which I'm already working on) but for something I'm currently working on I'd hope to have some help before I get proficient enough in that. I have a volume source which emits in the Y axis and I wanna use the gas disturb fields but only on the voxels that are being emitted for the first second, after that I want other microsolvers that I have in the scene to take over. What kind of expression should I use for that? Should I first add some kind of life-attribute and then refer to that or is it much simpler? I looked at the local variables in the gas disturb microsolver but as far as I can tell they all refer to the simulation step time which is in the beginning of the whole simulation. Some help ore pointers are really appreciated. Thanks!
  7. Hi, I have a large volume where most of the volume has no density but some velocity. I want to export vdb's and to save disk space I want eliminate the velocity where I have no density. I found a way by using a volumeVelocity sop where I use my density as a mask, but I'm quite sure that there is an simpler way. I tried to do it in a convertVdb where I use the density vdb as a mask for the velocity vdb, but this had not influence on the velocity vdb. So the question is: What is the most efficient way to mask a velocity volume with a density volume (or vdb)? Can't post a hipfile at the moment, sorry.
  8. Hey all I've been watching a few cg films of late.. stuff like wallE and wreck it ralph and Shrek. All these films use large chubby characters.. which seem to interact with their own volume mass and also the env around them. So my question is how is this being done? It's something I wanted to do for a good while and don't know how to go about it.. eg getting those nice effects when a character pushes their arm close to their body and the mass squashes but maintains volume.. or ralph when he bends an arm but the volume is maintained. Can anyone recommend techniques for this? Houdini or maya perhaps? I'm just lost where to start.. is it something that's simulated after the anim? Or is it something part of the rig that the animator can visualize? Any thoughts welcome. I'd really like to try and figure this one out and there's a good few vfx guys on here so hopefully I can get some insight Ta Ant
  9. Collision Volume

    Hi there, I've got some strange problems with the collision volumes in flip. The static object itself shows a clean, closed volume; the flip object on the other hand shows me a mess. Nothing is closed, the collision volume seems to be made of stripes. How does this discrepancy between static object and flip object happen regarding collisions? Actually the flip particles are floating inside the object. Got a new ship model and obviously some diffuculties making it work I also tried to use for each loops to convert each single object the shi is made of into volumes in order to merge them together insteat of turning the whole thing into a volume at once.
  10. Volume mix cropping density

    Hello, I'm Trying to create a smoke cloud loop. After generating a sim and creating a bgeo sequence. I use 2 time shifts to offset my animation and use a Volume mix to merge one onto the other smoothly. But for whatever reason the first (and thus last) frame of the result it looks as if one bounding box is cropping the volume.. but if I do a lower resolution of the exact same sim, it's all fine! I can't figure out why, how to force a certain BB to be used. help or previous related post would be greatly appreciated. PS: also attached the hip file. SmokePuff_07_V1.hip
  11. Need help on Tornado simulation

    Hi Guys, I just started learning about smoke simulation. I am trying to create a tornado simulation using smoke solver instead of Pyro. I followed the custom force tutorial from Ben Watts. The problem that I am facing is that when I start my simulation, after a while the smoke spread out and remains floating and it doesn't follow my velocity field. How can I get it to follow my velocity all the time, or is there anyway to kill the smoke based on their age? I have attached a quick preview and my hip file. Thanks, Preview.mp4 Tornado_test7.hiplc
  12. Hi everybody, I'm working on a smoke simulation, but in the display when i look at to the density of my volume i'm bit confused about the result. Instead to have a shadow on my volume i get something as a black hole (like if there was no density, see the picture below, it looks like my volume is sliced.). Although I can see the density appear if i put another light to lighten the shady part of my volume i would like further explanation to make my mind clear. So i was wondering: -Is it normal to see a black hole instead a shadow ? -Do i lost my data, or the volume is not display but the data is still there ? -Is there a way to get more accurate display on the volume, to see a real shadow instead nothing (a setting in the light or anything else ?) ? Thanks a lot for you help, Marles
  13. Hi there, very new to houdini.. I've got an 'IsoOffset' node, with the output type to 'SDF VOLUME' and the mode as 'Ray Intersect', when test geometry is plugged into it the functions succeeding the 'IsoOffset' (trails, connected points etc) work fine! - but when I plug MoCap data into it they don't work and the node gives no error either. Is there a button which to needs to tell the ISOOFFSET node that this is moving geometry? About the MoCap data - I've tried this setup using both 'Object Merge' into the ISOOFFSET node, and the standard nodes that come with it when you import Filmbox FBX into the ISOFFSET node. many thanks
  14. Hi This may be really stupid but I was working on a volume wrangle, and I noticed that the printf() function does not work on this kind of wrangle node... Is it just me or am I making some kind of stupid mistake? In the pic the node to the left prints nothing, instead of the node of the right (wich has the same code), wich actually prints "Hello" to the Houdini console.
  15. Here is a simplification of my problem: I have two side-by-side volumes, and one of them has voxels that are twice the size of the other's. Or, another way of wording it – I have two volumes that are the same size, with resolutions e.g. 10x10x10 and 20x20x20. When I render the image, there is a seam between the two volumes. This seam is not there if the two volumes were have the same voxel size. How do I remove this seam? Is there something I can do in the shader? seam.hipnc
  16. FLIP - Emitter is Hollow

    Guys, i've just noticed my emitter is hollow. Can anyone show me why is that happening and how to emmit from the whole volume? here's the file in case you want to have a look: https://www.dropbox.com/s/y0363g0rz3w4plt/Star_Shapped_Emmiter v1-c.rar?dl=0 here's how i've created the star shapped + flip shelf added nodes: and here's a video just to prove that i'm not crazy Cheers, Alvaro
  17. Hey Guys , i have a scattered points on a surface , and this points have noise as their color , i want to make a volume from those points , and also multiply volume density with points color , but cant find any way to transfer attribute from points to volumes . is there any solution to make this happen ? thanks
  18. i want fade my volume when its near to other objects , anyone know how can i do this with volume vop or other solutions ? thanks
  19. Hello. I was wondering – can anyone think of a way to compute a SSS point cloud that treats closed, overlapping geometry as a single volume. I have meshes that would be very tedious to unify, and I doubt poly -> VDB -> union -> poly -> reduce can give me a crisp enough result. Alas I don't have enough insight into the workings of how SSS point clouds are mapped onto polygonal geometry, but wondered if a volumetric approximation of the meshes with sufficient resolution could serve as the basis (somehow). Any ideas / suggestions welcome.
  20. I would really appreciate help with doing the simplest possible volume render using RenderMan in Houdini. I always just get a black image. I think my issue is that I don't know how to set up a volume shader... A sample .hip file, or just telling me which nodes to use, would be very appreciated.
  21. Hi I am trying to rotate a volume so it aligns with the original geometry. (align along x axis - convert to volume - revert back to original place) I tried setting the primintrinsic, but the pivot point is shifted relative to the original geometry, there is a way to specify the desired pivot for the matrix? Any ideas? Thanks) volume_rotate_v01.hip
  22. Volume convolution on the GPU using OpenCL. For 27M voxels using 100 iterations, OpenCL is 650 times faster than C++ and 12525 times faster than VEX.
  23. Hello everyone. I am doing a FLIP sim where I have a jug with liquid, add some custom velocity to make a vortex like movement of the fluid and then cut them so the fluid can go to rest. As you can see on the screenshot, the fluid is loosing volume. Is there a way to retain the original fluid level withouth adding some extra emitters? I am guessing probably the solver is killing some of the particles. Thank you.
  24. hi i`m houdini beginner so i don`t know as well i have lots questions... my question is i want make dust sotrm and fog effect in houdini and want make detail my pyro effect how can i use displacement at volume and how make more detail pyroclastic i tried manytimes but i can`t make nice result... please someone give me advice and i`m sorry i can`t use english aswell.. so my question is 1. how can make fog effect in houdini 2. how can i use displacement at volume 3. how can i make detail pyroclastic thanks for read my questions and sorry to ask basic at here i hope someone reply to my question have a nice day and thank you i`m looking like this dust storm - i looking like this fog - i`m looking like this pyroclastic
  25. Hi awesome guys on odforce, I am currently trying to optimize my volume render and I am a bit confused what is the relationship between volume quality and stochastic samples? How they contribute to the final sample beings send on the volume? How should I balance them? Any ideas are welcome!