Jump to content

Search the Community

Showing results for tags 'affect'.

  • 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 + Solaris!
    • 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

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 6 results

  1. As you can see in the image below. If the rigid body is on the left side of the merge node the rigid object doesn't obey the force of the flipfluid and if the rigid body is on the right side the behavior is odd. what's the correct workflow?
  2. 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
  3. Hi, I have two different pyro sims which I want to affect each other. Is it possible to use a source volume to import one of my sims so that it can affect another pyro sim? I tried doing this, but I could not get it working. One of my sims is cached, so preferably I would want to import that cached sim into my next sim to influence it. Thanks, Evan.
  4. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy it several times on a circle. So far so good. Giving the object a material with some color has the desired effect, having some spheres showing the color more and others not... Now turning on SSS gives me the effect only on one random picked object, the others render black. So how would I get the SSS on all the others? In the mantra node I have "Save all materials and shaders" tuned on. In the shader I use "Use packed color" Do I have to use some "Render State" magic and if yes, how? Thanks in advance! Dominik packed_rand_sss.hiplc
  5. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy several times on a circle.
  6. Hey guys, I have a large billowing smoke sim a wall of smoke from different sources. I need to steer the volume, like have it turn at a certain point. What is the best approach to steering or having thick volumes follow a vector. Right now I've tried guiding the smoke using pumps by making some geo that acts as a wall with custom velocity vectors to push to smoke around. It sort of works but the smoke expands a bit too much and doesn't really seem like its being directed, also seems to lose it's volume. any tips would be appreciated
×
×
  • Create New...