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Found 6 results

  1. Hi everyone ! I'm having issues with the voronoi fracture on concave geometry. I'm trying to fracture a pillar which was created in C4D. To do so, I create a VDB and scatter points in it, then I use the Voronoi Fracture SOP on the base geometry. It works quite well overall, however on some curved concave areas the voronoi fracture fills the area, which I would like to avoid. I attached images to the post; on the second picture the darker parts of the fracture fill the hollow space. Does anyone know how to fix this issue ? Thanks ! PS I have not attached the .hip file since it's based on a heavy alembic file, but I can do so if necessary.
  2. Hey guys, I made a little interior scene for you to play around with. It's free . Enjoy https://gum.co/zlchF Wout
  3. Hey wizards! I have a challenge I need help solving. I'm doing a flip sim where I have to mix two different fluids together, I.E. water and lets say molten aluminum. Clearly these two fluids need 2 different shaders, but when doing a sim you'd want one one mesh to keep everything clean without gaps or ips. I've already created a single shader driven by surface attributes to get the two different materials to work on the same mesh. There's only one massive, glaring issue with this method. You don't get any of your interior attributes back from your particles when using a mesh. The many solutions I've tried all fall short including using volume representations of the interior fluid, this is because a volume cannot receive lighting information that surfaces can I.E spec, refraction, SSS, etc. One idea that I haven't been able to fully explore, due to my lack of shading knowledge, is the way that ocean shaders use particle and volume data to create the deep ocean looks that Houdini is great at. So TLDR my question is: Is it possible to recreate a shader that works like the ocean shaders in that I can take volume and particle attributes to drive things like sss, spec, refraction, etc. using the principled shader. If so, if anyone has any basic leads or can point me in the right direction to get started that'd be huge. I really want to get this shader to look incredible so I can share it with the rest of the community down the road if anyone needed to tackle something similar. Have at it team!
  4. Hello, I am creating sdf vdb volume from polygons. I need filled interior, because later on I will sample those values. However I would like to process my volume a bit, for example smooth, dilate etc. After those operations interior voxels are lost, only area close to the surface contains voxels. Is there a way to get those values back? Thanks, Juraj
  5. This is a extremely basic question so i'm sure i'm being an idiot but how do you make RBD objects (or RBD packed objects) collide with the inside of a mesh as opposed to the outside? I thought it would be as simple as enabling "invert sign" on the static container object but it doesnt seem to work! What am I doing wrong here?? My complex scene is attached! interior_collisions.hip
  6. Hey guys, Just having a bit of an issue that is puzzling me. I have noticed that when you emit particle fluids from an object, it only emits from the object surface. I have attached an example image demonstrating the problem I'm having. I have set up custom velocities which will need to be applied to the interior also. So is there a way emit from an objects interior as well as surface, I have tried a couple of things such as converting the object to a volume and the scattering point but i can't seem to get the particle fluids to source from the points. I have had no luck so far, so any help would be greatly appreciated Thanks
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