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  1. 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
  2. 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
  3. Hi, I'm trying to pass the color from polygon to VDB, transform the VDB then apply the color back to polygon but I don't know how to do. I tryed to use "VDB advect points" but I can't figure out how it's working and if it's the right solution. Charles VDB_color_uv.hipnc
  4. Hi, I can't find a way to get what I can get with a colored specular map in Substance Designer. I'm basically trying to get a fake iridescent effect by coloring my specular map, but in the principled shader, the specular is a float type, so no way to put some colors in there.. In the past I was on Maya with Renderman and there was a specular and an edge color parameter, in wich I was able to put some color, but no parameter is a color in the principled color. I'll put some screenshot of the desired look I want. It's done in Substance designer, with a black diffuse, a normal, a white specular and the colored map in the specular edge color. It'll be used in a movie project for my school so I really hope to get some help , please help !
  5. Hi guys, I have a pig head which I have sliced and packed, I am trying to randomize the color of each chunk by using a attribute random on the Cd, and a color node with a ramp from attribute after. The problem is that the color node doesn't assign the new colors to each chunk of the pighead, it mostly "overlays" it. Thanks! frac.hip
  6. Hello, I decided to finally start to learn vex. But I think now I rather suicide. Can you tell me what is wrong with this code? if (@P.y > 0){ v@Cd = set(0,1,0);}else { v@Cd = set(1,0,1);} if (v@Cd == set(0,1,0));{ v@N = 5;} So basically I what is above zero should be green. And what is green should be get a normal with value of 5. Thank you
  7. Hi, new poster here etc etc This should be a REAL easy problem to solve for you guys, unfortunately I'm very new to Houdini so basic stuff still escapes me, and I couldn't find any resources at all that match what I'm looking for. I'm trying to create an effect where everytime a human model steps on the ground (so when the feet make contact) the attributetransfer color forms a 'ripple' on the ground, as in it starts in a small filled circle, then gradually expands outwards with an increasing gap in the middle (similar to how a torus acts when its radius is scaled) - this is how I've actually achieved the effect, by using a torus object to transfer the color. However, I need this effect to be completely procedural, so it occurs each step without having to use a different shape each time. I'm sure there's a very easy method to this that I just haven't seen. Any advice would be greatly appreciated!
  8. 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/
  9. I've scattered randomly sized and colored metaballs onto a grid (some of which merge), converted them to polygons and then boolean intersected them with the grid, to get colored slices as attached. The slices have color striations (attached). Does anyone know what's causing the striations and how to avoid or get rid of them so that I have flat colors?
  10. Hello everyone, I have a question about modeling the dry fruit. I manage to created the shape of normal fruit but cant figure how to create the dry version Does anyone have any idea to create this kind of shape? I'm pleasure to hear your suggestion And also what kind of attribute to can create such gradient in the flower photo? Thank your for your time Ask_Fruit.hip
  11. Hello Everyone I am mixing fluid colors in a pretty simple small scale flip simulation. To that point things behave as expected. This is the problem that I encounter: I set the desired color to my emitter (let's say it is required to match an existing product), the Cd attribute is then transferred between neighboring particles throughout the solve. Ok there. The problem is that, as the colored fluid dilutes inside the clear liquid, the colored fluid then darkens unacceptably and the two never really blend into each other (I believe in real world, the darker color would remain the same or lighten as it dilutes into a clear liquid, depending on the viscosity). This is partly due to the 'at distance' control of the 'transparency color' but in my case I can only set it correctly to either the stream (thin) or to the contained fluid (deep) but not both. Also I am not yet capable to build shaders among other advanced techniques. I would need the color to match a rose pink troughout the simulation. Is anyone able to manipulate some attributes upstream or knows how to render this correctly. Many thanks V Here is a simplified Hip sim easier to move around https://www.dropbox.com/sh/26nzu9mve1ztcmb/AAD3mw4w1hX9O1sXpgeGaDLZa?dl=0
  12. Hey guys, how can I create a custom field on FLIP? I'm trying to achieve this. I guess I could advect the new field using a gas advect but I just can't add this new filed to the sim. Scene file is attached with a small progress Thx Custom_Field_Advection_0101.hiplc
  13. Hi folks, Maybe u can tell me how this color effect is achieved? You can see it very good on the blue one blop. There are random colors distributed along the y axis, also a different combination on every spawned blop. https://www.instagram.com/p/BrshgtPHbyk/ Any Ideas? Have a nice sunday, and thank you in advance!
  14. Hey, as a rbd user newby, I tried for 2 hours to get that, so if it can be usefull to someone Of course I guess it can be done in an easier and cleaner way, but anyway color_rbd_impact.hip
  15. Hey guys! I am transferring color on the model using attribute transfer and using SOP solver to make the change permanent. I am trying to isolate either R or G on my model after running it through a SOP solver so that I can then use different parts of the model for different effects. Here's the link to the effect I am trying to recreate.(Transformation effect) Any suggestions on how I can do it?
  16. Hey Guys, Still quite new to Python, hoping someone can help point me in the right direction on this that I've been grappling with for a while now. I have a simple filecache .hda that I'd like to change color if it can/can't find the cache on disk. I've been able to use hou.ui.addEventLoopCallback() to continuously track and check the file parameter to see if the cache exists, and the color changing now works as expected. Where I'm having trouble is removing the event loop when the .hda is deleted from the node graph. An error pops up because Houdini is still trying to access the deleted node. I've been trying to look for a way to use the OnDeleted event handler, or hou.nodeEventType.BeingDeleted, but no luck yet and I feel out of my depth with my limited python experience. The .hda is attached, and there's a preview of the code below. Any help would be appreciated! custom_filecache.hda ####PythonModule#### import os import hou def nodeColor(kwargs): node = kwargs["node"] def colorCallback(): filepath = node.evalParm("file") if(os.path.exists(filepath)): node.setColor(hou.Color((0.0, 0.8, 0.0))) node.setComment(filepath) node.setGenericFlag(hou.nodeFlag.DisplayComment,True) else: node.setColor(hou.Color((0.8, 0.0, 0.0))) node.setComment("File not found") node.setGenericFlag(hou.nodeFlag.DisplayComment,True) startCallback(colorCallback) #adding this code below crashes Houdini when hda is deleted #node.addEventCallback([hou.nodeEventType.BeingDeleted], endCallback(colorCallback)) def startCallback(callback): hou.ui.addEventLoopCallback(callback) def endCallback(callback): hou.ui.removeEventLoopCallback(callback) ####OnCreated#### kwargs["node"].hdaModule().nodeColor(kwargs)
  17. Hi everybody, I'm a newbie here, I just discovered this Houdini forum today! Just to precise, I'm learning since only 4 months, it's an incredible 3d software but a little bit complex at the beginning... I've an unexpected problem: I've a rigid body simulation stored on my hdd where all are okay for me, and now I want to make the textures, but the DOPimport node keep the colors that were used during object creation!! You can watch it in the screenshot. Please, how can I change the color after the DOPimport node, or maybe how to keep the color of the Assemble node? (I'm working for a render with Mantra) Many (many!) thanks in advance for your tips/answers!
  18. I have the basic sim with colored smoke and at the beginning of the sim the color is vibrant and in the end the color is fading out to almost white. How can I keep the same color intensity over time?
  19. I have a problem with the Alpha cut-outs on my smoke sims in Gasup Res. The sims work fine with low res simulations but in gasup res sop, they are cut out with Alpha in the color channel. It feels like the gasup res sop won't resize it properly and I just don't know how to add these extra fields. If someone could push me in the right direction I would really appreciate it. Thanks In advance.
  20. Hello, I am simulating a data driven project. Say I have a volume node that generated a sphere volume, I also have 200 columns data that will fit into 0 - 10 range, and these 0 - 10 values will be used to generate different 200 color point in the color ramp slider in volume visualization node, and the effect I want to achieve is that 200 shells of spheres are colored based on 200 column data, and each shell's color also changes based on each row's data in each column. Like the screenshot I attached here, but I need more color points. What I want to do definitely needs coding, but I don't know where I could code to manipulate volume visualization node. Hope someone could help! This seems boring, but I really need some inspiration for my project~ Many thanks in advance!!!
  21. I have a simple problem, but do not know hou to do it. I want to color my sphere with created vector attributes, and let it change frame by frame based on the points of color vector I created as shown in the geometry spreadsheet. It should be easy to do? But I am a newbie, have tried many ways but failed. Thanks a lot!
  22. How to add color gradient through velocity plus collision to influence color velocity? to influence the color such as this one here: https://vimeo.com/59024762 how did he do, but he used xsi softimage. if possible to make a Houdini?
  23. Hello, i am new with houdini and am trying to make a melt effect, i made it to transfer the uvs from the object to the melted object but now i want to transfer the vertex color from a ply file to the vdb but attribute transfer seams not working, Do you have any idea? I attach the file Thanks in advance Phaidonas melting.hip
  24. Hey, I'm having trouble shading volumes created with the pyro solver in houdini 18. I have created a custom volume shader which seems to work fine with with regular volumes however I can't seem to get color when the volume is created with a pyro sim. Both volumes output density as a volume which is what I am using to drive the color in the shader, i have attached HIP file. Thanks! Volume Test.hip
  25. Sup guys, anybody knows how to read houdini color attributes in octane for c4d? I tried exporting as alembic, that gave me a vertex color tag wich I plug into a vertex map on a material, but isn't working, the native c4d render seems to load it, any tips on this? Thanks!
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