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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
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Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/
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Hi guys, I've hit a bit of a wall in the new version of POPs. I have a deforming mesh (skinned character), which I have scattered points on. What I'm trying to achieve is a set of particles that are essentially locked onto their source point until a certain time or proximity from some sort of gizmo, and then morph to the position of another set of points. I have been able to achieve this in the old version of POPs using a position node, but it's rather slow. However I can't seem to figure out how to achieve the same thing in the DOP version of POPS. Any help would be great appreciated. Thanks
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Does anyone know if it's possible to use @pscale for vellum grain? I mean to create it on "Grain Source" and pass it to a "Vellum Configure Grain". To a "grain size" probably? Thanks. BK
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Hello guys, So ive been trying to test the difference between using a collision object or a collision source in pyro sims. I still cant grasp the difference between each other and when should I use one or the other. What do you think? pyro.mp4
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What is the best workflow for adding particles / liquids to a flat tank simulation setup. Think of barrel that is spilled or a hose that is pumping new liquid into a flat tank simulation. I somehow figured out how to add some volume velocity into my tank but can't quite understand how to create or spawn new particles into it. Being a beginner I would appreciate a thorough explanation. Thank you.
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Hello, i have a vellum source emitting a low res model every 10 frames. How can i exchange the low res output with the high res version? this is my setup, i am working on Houdini 17
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Hy there, i dont see my pyro source after rasterizing a very small scale box (0.02). Sim is working but i wanna see my source volume. is it some kind of visualizing problem?
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Hello! So I have been Having lots of problems to setup the pyro sim on a large scale. Somehow I cant manage to understand the propper settings. I would love a result similar to this: The size of the my sim is 1:10th of the real size because as I make the sim bigger the problems also get bigger. I guess it has something to do with the source density and the smoke object Take a look on how awful it looks down below (I am quite new to this soft) I am leaving the whole proyect full of notes so you have an easy time helping me Thanks a lot and I am looking forward to learning. cya NaveVolando.rar
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Hi guys, I have a question concerning the new fluid source in H17. How can i create a pump source from curve (point) to drive a FLIP simulation (technique used to create a boat's wake effect) with the new fluid source pipeline. I'am really confused about the new pipeline, and don't really understand the benefics of that changement. I used to create this simple pump field in H16 with the old fluid source SOP. But now i can't find the way to recreate that, should i use Flip source SOP (can't make it work with curve as input), or the pyro source SOP ? Please if you have any idea to spread this technique in the new Pipe it would be awesome. I'am stucks and tried a lot of setup but no luck. Thx
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What makes a compatible compiled SOP, there is something diferent from the usual cookMySop function in C++. Or someone have a example from some compatible compiled SOP node? Thanks Wanderson
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- compiled sop
- c++
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How is it possible to source in RBD objects (hero) into DOP over time?
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- simulation
- dop
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Hi guys, I'm in trouble with the new Volume Source node. I can't import a simple VDB from SOP to DOP as a collision object, let me explain better. There is a Pig Head converted in VDB by Distance, it has got two attributes: surface and v. After creating a simple DOP Network, I've tried to import the VDB object by the new node Volume Source. I set the correct path, changed the source volume initialization from smoke to collision, changed the source volume paramter, turning its name from collision to surface (to import the attribute I got in the SOP pig head), but nothing appear in the scene view, it doesn't import nothing. I also tried to modify the field to match, setting surface as field to create, nothing happens again. I'm trying to solve it for a couple of hours but I'm still stuck. Can someone help this stupid beginner? Thank you in advance.
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Hello, I am doing a big ocean simulation where a wave is hitting a object. And there I want to create whitewater(spray) splash. But I don't want to create foam and particles to spread in the whole tank instead of that I want the particles to spread in a particular defined area, So that simulation can run fast otherwise it is taking lot of time. Is there any way to do that?
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- houdini whitewater
- whitewater
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hi, I have a question about this display function: white water source > visualization > show surface Then blue object shows up. I know this object represent VDB, but I wonder how this tool creates the visualization. I dig into >edit parameter interface, but cannot find any particular trick. At least I found a reference null node inside of the tool. Does anyone know how to create this visualization?
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- whitewater
- source
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Hi everyone, For an upcoming project, I need to create the effect of an extension cable overheating. ie. holes being burnt in the plastic casing of a wire and then smoke emitting from them. This is a good reference, particularly the shot at 1:26 https://www.youtube.com/watch?v=jGPkkOU3Uf8 The problem I am currently having is that for smoke to emit from these little holes, the source volume has to be really tiny. This requires a ridiculously low division size just to get the sim to work, making it impossible to easily preview the simulation. I'm thinking there must be a better method for doing this, so if anyone has any suggestions, I'd be happy to hear them!
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Advanced sourcing for Houdini. it’s not only 10-100x faster but also gives more control over sourcing especially when many sources involved in sim. Houdini16 Hipfile with examples included https://github.com/abryutinalexey/vdb_to_field
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Hey! Question about fast moving pyro sources. I included a scene which is similar to my actual scene. I have an object from which I want fire to emit. However, when the object starts to move quickly, the flames practically die until the source comes to a stop again. This seems realistic, like if you move a match really quickly. However, that is not what I want to happen. I still want fire even when the source is moving quickly. What can I do to fix this? Emit more fuel when the source is moving quickly? Should I link velocity to the scale of the fuel source? Is there a better way? Also, turning on fuel advection helps slightly. Any help would be appreciated. Thanks fastpyro.hipnc
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Hi, How do I properly source a volume I already created, and use that for pyro? I made a cloud using the cloud node, and added some noise. I am trying to use it as a source for my pyro sim to have dynamic clouds. For some reason, at frame 1 there is no density. Then the volume fills up. Shouldn't the first frame just be the cloud already there? I am trying to learn how to source vdb/volumes that I make and use it as a source for pyro. Thanks clouds.hipnc
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Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
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Hey,I have a pyro sim, and for some reason, I am still seeing heat in the shape of the source. I turned off the source fuel and temperature, so why am I seeing this? BTW, it only shows in the viewport. When I render, I don't see it.Thanks
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Hey Guys , i have a fast moving flip source , and cant get smooth shape , it look like emitter shape while emitting , i tried many different solutions like , putting time blend sop,trail sop , increasing substeps but always get same result . i had this problem in realflow too , but i fixed that by incearesing min substeps , but it didnt work in houdini , is there any solution for fixing this problem in houdini ? thanks
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Hello guys! I am having a problem with the parameters on the Fluid Source SOP. I am reading the documentation and it says that I should have a "Source Amount" parameter on the node, but I cannot seem to find it. I tried accessing the Parameter Interface but I cannot find it in there... I just need to create a volume and initialize it to -2. I am soooo nooob on fluids and smoke simulations, I would watch a course but I am on a tight deadline so it would be great if somebody could tell me how to do it. Thanks a lot and sorry for my inexperience!
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Hi all. I've been learning much about smoke sims in the last few weeks. I have here a smoke test and I'd like to improve it. There's a number of issues going on here, but the first one I'd like to get to the bottom of is the way the smoke is popping (pops) into existence. In the clip below, the popping starts happening 3sec in, but you can particularly see it from 8secs onwards. Solid blocks of smoke appearing before they start dispersing - way too rapidly. So what's happening is that I have a large (110, 3, 60) voronoi fractured terrain that suddenly cracks all the way through the middle and then starting from the camera pieces start falling away. I'm using a 'delete' sop that's deleting geometry that isn't moving (v<0.9). So the blocks of smoke that suddenly appear are when the terrain pieces start falling fast enough to go into the smoke source. And the smoke sim is a cluster system with ten points. But it's too sudden and strong, how can I make them fade in? I'd appreciate it if anyone could give some input on this and on any of the other issues I'm seeing in this smoke test. (Other issues being the stair stepping in the close to camera smoke, and that the turbulence and dispersion? seems much too high. I'd like to slow the smoke down a lot.) 'cheers, Simeon
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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