Jump to content

Search the Community

Showing results for tags 'volume'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 182 results

  1. volume of an object affect on your effect

    hey guys , how can I calculate the volume of an object in VEX , I want to write something like this one below: the line of your script * volume of a specific object I used getbbox_size but the result is a scalar. I want everything in the object to have the effect. what should I do? best regards
  2. Volume shaping in dop network

    Hi guys! Recently I was asking for some advice on how to deform spherical parts of volume into different shapes (in my case skulls). And here is the best reply I've got: "You need a dop I/O node - target your dop network and then point it to your smoke object. Add an import field with the little plus button and import the field named "Pressure". This value is very small but if you use volume visualize nodes or volume vops you can fit the values to pull out the pressure range where these mushroom shapes occur. Once you know the range (usually somewhere around 0.02 to 0.00 for these shapes) you now have the correct mask range. You can now set "Pressure" as the control field in your disturbance tab on the pyro solver. Just make sure you use the correct range, then you can dial the strength of your disturbance applied in only the areas highlighted previously in your volume visualizer. One thing to note - if you want to identify them each you're going to need a sop solver. Once you have the pressure field isolated, you can convert the vdb to poly and use connectivity to seperate them out and then pack them to get a centroid for the specific mushroom. But you're going to want to blend the point position of that centroid over time as it may jitter or pop in and out of existence depending on the tightness of your isolation range. Once those points have a history they'll have velocity and direction you can use to orient your custom field that warps it into a skull or whatever." However, I'm stuck on the last step where I have to setup sop solver and feed the output back in a sim. I would be very grateful for any advice or more detailed instructions on how to set the last part up P.S. I've attached a basic setup file in case if needed sklsmk_test.hipnc geo_02.0001.bgeo.sc
  3. There's vel volume, but I can't see it with vdb analysis. Why not...? help me!
  4. Pyro, not working in Redshift

    Hello I am trying to render a pyro simulation in Redshift. I created a volume material in RS and applied to my Pyro import in Houdini.However I've got a message saying "Failed to find volume file. The file will be empty." I am not sure what I am doing wrong as I watched every possible tutorial about it and the steps seem to be correct. Can anyone help me figuring out what is wrong? I am uploading the file for reference. Many Thanks D Candle_03_Test.hiplc
  5. forces on particles with goal

    Hello! I am still very much getting acquainted with Houdini, but every time I need to use it I have a very specific purpose. This one has me stumped for now, but I am sure that someone versed in Houdini dynamics will resolve it very quickly! What I want to do is: fill a volume with spheres, make said spheres bounce off of each other on contact (like snooker balls), but also try and accommodate themselves onto the original shape (created by the volume). I have tried this with grains, but didn´t get too far. I am betting on doing it with particles: This path seems a lot more promising! I can get the ball´s pscale and id attributes, which will be a boon later on, when I need to swap the balls for different emojis (yes, it´s for a TV ad!). What I need to do: duplicate the current particle so I can use it as a "goal shape", with the same ids. This I can do. add an initial offset to the particles from the surface, ideally from the normals of the original geometry (or a smoothed copy). I can somewhat get it by tweaking the iso offset of the vdbtospheres node, but I worry that the IDs will be messed up. Ideally, I would add an offset to them, but not add any velocity. add a small amount of turbulence to the particles. This will eventually be animated to 0. make them collide with each other, based on their sphere geometry. The eventual geometry is basically spheres as well. make them try and reach their goal, and eventually settle down (a slider for this would be great!) Seems very achievable, but I need some light on how to make these connections! After that, I still will need to swap the spheres for 4 different groups of geometries, but I believe that I can glean information from tokeru.com (Emit_packed_prims_into_RBD_sim), and make it happen. Any help with this will be GREATLY appreciated! This is the scene file: C03_008_DVA.hip (if anyone is interested in taking a look at it!) cheers, Diego
  6. Hi; How can I delete smoke which enters inside a geometry (volume)? Thanks for helping. Smoke_Erase.hip
  7. volume position

    Hello, How do I grab the position of a volume from another input in a volume vop? If I create a bind node and set it to P, it lets me get the position of the volume in input 1. How can I get the position from a volume in input 2 or 3? Thanks
  8. Hi I'm making vellum simulation which is advected by volume. and I wanted to change the color of vellum sim into velocity color. But, as you see, in any voxel of boundary box of smoke has few of density and velocity so they have changed even where I don't want to change the color. I just thought if i could cut of all of black voxel in smoke boundary box It wouldn't happen. or, If I can use density data of smoke sim, I can multiply it into my vellum pointwrangle node so If It has low density value, color has not changed. How can I fix this ?? Sorry for my poor English and hope you help me :)) Thank you
  9. Hi everyone, did a pyro sim along with a collision object. When I up the density from 1 to 4 in the pyro shader, the voxels are getting visible (attached an image to the post showing the issue). Is there any way to prevent that or soften the voxels on the outside in a post process or something? Cheers, Christian
  10. Hi everyone, I'm trying to render vdbs with motion blur using mantra and arnold. With mantra it's working fine, but with arnold the motion blur won't be proper. I made a comparison. You can clearly see, something is not right. It became more obvious when I increased the velocity. The motion blur with mantra is excellent, but with arnold it became a mess. Do you have any idea what is happening here?
  11. Upres external simulation

    Is ist possible to make a simulation in embergen, export as vdb, import into houdini, and upres the simulation using gas upres? (you have density, temperature, vel, fuel and heat)
  12. Would it be possible to have a sphere primitive or any geometry affect the density of a volume (fade density from 0 to 1) based on distance between the geometry's pivot (or all points) and the volume?
  13. How could we achieve something like that? I am genuinly interested on this technique. masking the effect, proyecting the texture, displacing the volume thanks
  14. volume shading

    I tried to create a muzzle flash base on this vimeo. In Houdini, I converted the polygon to volume, but I don't know how to apply material to it since the effect is not create by Pyro DOP Network. I tried either pyro post porcess and flame material, both didn't work. How should I apply the material properly? shading volum.hipnc
  15. When I add volume visualization node, and click on the blue display flag of the node, the smoke is no longer visible. Any idea?
  16. Hi; I would like to create a VDB from a polygon (that contains UV texture) and after some deformations (like anti-alias noise), I would like to convert it back to polygon. I tried to transfer UV attribute from volume to deformed polygon by turning the "Transfer Surface Attribut" option ON, in "ConvertVDB SOP", but it doesn't work in some parts of the final result. Thanks for helping. uv_Volume.hip
  17. Hello; I would like to apply patterns like "Rings", "Stripes" or "Ripple" to a volume, using "Volume VOP", but it doesn't work. So, how can I fix this? Thanks for helping. Volume_Pattern_01.hip
  18. Hello people! I'm currently trying to render pyro exoplosion with the motion blur in Redshift and I didn't succeed with any of my aproaches. I tried Convert to VDB , and then Merge Volume in Velocity mode with the motion blur ON but nothing works yet. I found few HIP examples but they neather don't work. Is there anybody who ever did this? Too bad there's nothing about it in the Redshift official documentation too. Please help
  19. LYNX | Free VFX Tools

    Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://github.com/LucaScheller/VFX-LYNX/projects/1 So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  20. Hello; In a Flip_Fluid simulation, to change dynamically "viscosity" attribute in some parts of fluid, I would like to transfer viscosity, from an animated volume into the simulation. I tried to import viscosity attribute using a "Volume Source", but it doesn't work. Thanks for helping. Viscosity_01.hip
  21. I want create the volume with the particle. BUT, I don't know how to control the volume in dop network. I would had search during a lot of time in , but i had been not solved... wall.hipnc
  22. Hi; In my FlipFluid simulation, I tried to use a volume as a collision, but it doesn't work. How can I fix this? Thanks for helping. VolumeCollision_Test_01.hip
  23. Hi. I'm rendering a clouds scene. Redshift log tells me I have 19 unique volumes, How can I instance those? I only have one volume in a geometry node and I copy pasted it another 18 times with different rotations. How can I make those an instance for houdini(redshift) Thank you.
  24. How can I render my particles with the isotropic volume lighting model and get self shadows? Its like there is no occlusion and I can see my particle field from one way to the other side, and I can't distinguish wich are in front and wich are in the back... Cheers, Diogo
  25. Hi there, I have a scene that has some noisy ground fog that helps establish the atmosphere of the scene. I am working with a single frame of vdb that was created with some volume noise. It's simple but it works great for stills! I am trying to come up with a good way of advecting it, or at least applying some form of subtle animation that will make it appear more dynamic in motion. It's fog, so it doesn't need to be anything too crazy. Curious what your solutions would be to this problem! Cheers
×