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Showing results for tags 'black'.
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Hi gang ! I'm stumbling across a weird issue and I'd sure like to get some insights about this. I'm trying to color a smoke simulation (having seen Steven's volume III course). But I'm getting a weird issue that I can't wrap my head around. Basically my color field gets contaminated and the disease spreads on. here is what I mean: I'm using both types of pyro solvers, sparse and classic. This issue happens on both. Here is a screen of my simple scene: If you guys have any idea why this is happening that would be fantastic Cheers color_smoke.hip
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Hello, I have been trying to recreate the black hole effect from the film 'Eternals' for a few weeks now for a thesis project I am doing and I am not really getting close. This is the effect in question: Arishem's FInal Judgement The effect happens at 1:17 My approaches was to create some circles with an animation spinning around the circles driven by the curveu attribute and offset by the 'copynum' attribute I got from the copy and transform node. I was driving a smoke sim from this and then I used the curveu as a temperature attribute to drive some scattering in the pyro shader. However this approach has not really gotten me close. I realise its quite a complex effect but any tips on recreating it would be fantastic! Thank you for reading
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Hi Im creating a cliff in Houdini. I have the blockout of the big shapes, but now I want to cast some smaller rocks in between cracks and edges (concave). I'm using the Measure Curvature node to get a black/white mask of the curvature. But I don't know how I can use this colour information to create a mask on where to spawn smaller rocks. I test things out by copying a simple sphere to points but this gives me the shape of the rocks filled with the sphere. I've only found this youtube video of the curvature node: But they just skim over the nodes. Im completely stuck. Anyone an idea? Thanks!
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Hi everyone I am battling to remove a strange artifact showing of a dark dot and sometimes a dark line when compositing the emission layer in Adobe after effects and Davinci Resolve I have attached the simplified houdini file with the sky texture and its ready to render to see where the problem is So, I render the following AOVs from Houdini 18.0.532 using the latest redshift 3.0.27 I render the following aovs as exr: beauty_aux.exr diffuse.exr emission.exr gi.exr reflection.exr refraction.exr specular.exr z.exr The sky image is an exr which I applied on a redshift dome light inside houdini I follow the guideline on how to composite all these aovs into a final image in Adobe After Effects and Davinci Resolve and i place the layers in the following order: diffuse, + gi + specular + reflection + refraction + emission The emission aov ends up showing a dark spot especially arounnd the area where the sub is at its brightest sometimes it even shows an entire dark line again around the area in the image where the sun is supposed to be at its brightest this artifact only appears when I switch my project setting to run on 32bit per channel and even when i try to load the beauty aov exr, i get the same dark spot so this issue is not just limited to the emission aov Then moment i switch the project to run on 8bit per channel, the dark dot and dark line artifacts dissapear but then in Adobe after effects, i end up losing the ability to bring back the sky colour and details, the image ends up looking flat and even when i adjust the curves on the colours, the image remains flat looking Thank you __Sky_Artifact.rar render.zip
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Hi, I am rendering with Arnold a scene which contains really small portion of frame. Maybe 5%. Rendering of this part is really quick as shaders are just flat colors without shading, GI, glossy etc... But rendering the rest of the frame - empty, or black area takes much more time. Is there a way to render only part of frame which contains geometry and maybe a little padding (for motion blur)? Because it would speed up my renders up to 10x times Thanks, Juraj