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Found 10 results

  1. Stylised Trails

    Hi Guys, I need a little advice. I am trying to create trails that have a look similar to the image below. My initial thought was to scatter points on a circle with an initial velocity and then advect them through a volume using curl noise...before using an add sop to group by id (Hip file attached). I am having difficulty trying to replicate the look and feel of the trail animation in the video below at 0.24. The trails appear very wispy and almost fluid like. If someone can help point me in the right direction that would be greatly appreciated. Many thanks, Clive Test_Curves.hip
  2. OFFF London title's particle

    I've just saw OFFF London titles 2017 at vimeo and It gave me a inspiration. but I'm beginner at Houdini and even don't know how should I call this effect. Is it called like particle advection ? or .. I don't have any idea haha :S And I wanna know basic logic how to make this scene. It is like a grain, fluid, particle or .. I don't know wow .. Please help me to learn new things !
  3. Smoke changing color

    Hello! I am new to Houdini, but am attempting a fairly complex effect. I need to emit smoke and particles from a piece of geometry, with these specific characteristics: The smoke and the particles must start off as grey. The particles should be emmited from a black-and-white mask that is mapped onto the emmiting surface (white=emit, black=no particles emmited). This texture should be animated. The color of the particles should be defined at particle birth by another moving texture (an animated fractal noise, for example). At 1/3 of their lifespan, the smoke and the particles would change into two different colors (blue and pink,. I am guessing that the right way to do this is to start with the particles, and then copy the color attributes onto the smoke. The two should move together, so... should I first do the smoke, and them move the particles along the same forces? Any help would be greatly appreciated! cheers, Diego
  4. Hey all I am working on a shot that needs ink to morph into a Heart then into a Ship. I have the base of the effect , although my last morph is a little quick,need to figure out how to slow the ship morph down a bit. But my main issue is my particle advection isn't working correctly. The particles are inheriting velocities but they are not following the smoke sim correctly. They don't form the desired shape even though the pyro sim is. I have a scene attached if anyone could help it would be appreciated. Kraken_MAIN_Ink_Effect_09.hip Ship_Mod_v01.obj Heart_Mod_v01.obj
  5. Hey guys... So what I'm trying to do here is to make the skull go through the cloud and make it look somewhat natural but I can't get the effect I want I tried it two different ways and both give me crazy advection.... (also I don't know if is just a view port thing or the light, or the sim, but the cloud also looks like id flickering) Anyway I'll attach the file and if anyone can give me some advice on how to do it better or if maybe I'm doing something the wrong way or missing anything I would really appreciate it! Thanks! movingCloud_09.hipnc
  6. Hi guys, Here the pitch : Snowflakes are falling, all of a sudden, time stop, snowflakes are in mid air, they move just a tiny bit. Only a few characters can move in the scene. Those characters are moving in the middle of those mid air snowflakes, who are advected by the movement . My first thought was to animate the time scale of my pop sim, that way the particle seems to slowly stop, which is what i want, but with that setup collision and advection didn't work. My second thought was to multiply the velocity from 1 to 0.001 in a popvop, but same conclusion, it seems that without velocity my particles wont move after advection from a geo, (which make sence, the overall velocity is multiplied by 0.001 ) Do you have any ideas how i could slowly stop the movement of my particles and advect them without using the timescale ? Thank you for your time Kind regards , Las
  7. particle advection problem

    Hi there, First time trying to advect particle to my fluid source, however the particle seems to be pushed to certain direction. I have checked my velocity on my particle, dont seem to have any velocity pointing anywhere towards to where its going. Im pretty sure there are many other ways to advect it, this is the only way I come up with since I just started to use houdini, I have attached the file down below please sim a few frame of this pyro and to be able to check the particles. I have tried to name everything as clear as possible at the same time. Thank you guys in advance! particleAdvectionProblem.hip
  8. R.I.P.D DeadoDeathFX

    Hello, Not sure you ever stumbled on this work of mine but I wanted to post this anyway. This work didn't make it into the movie the way you see it in the video and although its been inspiring and helpful for other artists to accomplish the director vision it's pretty much remained a solely piece of home work And so I'm sharing a hip/bgeo file of what I did in my spare time before I took it further at work. With the hope there will be something useful in there for anybody here willing to give it a try. After all, sharing is caring! https://vimeo.com/106126363 Alessandro
  9. Hi all, I was wondering if anyone had given the vdb advect points a shot? I’m trying to move some points along an sdf and am not having much success either with Projection or Constrained Advection. I’ve attatched a .hip file, but in terms of results what I'm getting: Advection: Works fine Projection: Doesn’t appear to do anything Constrained Advection: Crashes Houdini Has anyone else had any luck with this node? I’m not sure whether it's just I’ve set it up wrong, or giving it the wrong input... Cheers, Julian vdb_advect_pt.hip
  10. Hi, I am having some problem creating sharp and thin smoke using wispy smoke.I am a new user and not very proficient at Houdini but I have been trying on my own, gathering information from the forum. In a nutshell, I am trying the effect of a woman emitting smoke from her body.For this I shot the model on green screen, extracted the key and used the trace and scatter sop in Houdini.I have set my simulation.Since I wanted fine smoke, with more details, sharpness and crispness, I searched for the 'how to' get that and came across the 'ink effect' technique using millions of particles. I advected my particles with simulation, however, I think I am missing something.It is not retaining the shape of my sim.My idea is to use the technique to add finer details. Could you kindly take a look at my hipnc file and tell me what am I doing wrong?Is it that smoke is too thick with too many scattered points or am I doing something wrong in the particle network?Or may be there is a way to achieve what I want without getting into particles? I have intentionally reduced the number of particles temporarily. * Also is there any way to control opacity of particles with the sim density? The files below include the hipnc file, a few frames of alpha keys to be loaded into the trace sops, and a few frames of advection test render.This for some reason didn't let me attach the zip file so I am using dropbox. https://dl.dropboxusercontent.com/u/42878955/wispysmoke_advection.zip Thank you for your help.
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