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Found 171 results

  1. Hi Friends! I'm trying to do a floodwater simulation and whitewater came nearly to 1TB, what is the best method to render this as particles or the VDB?(for production use) I have to send this to the lighting artist, sending 1TB caches is tough to deal with for us, looking for help on optimizing
  2. Large Ocean emerge collision issue

    So I have been trying to emerge a temple from under the ocean. but I keep getting this weird collision when it comes from below the water. Looked everywhere if anyone had the same issue, but couldn't find anything. The model is from kitbash and I believe I clean it up and polyfill it so it is watertight. I tried to use another geometry like a super quad from Houdini and that created realistic collisions. Not like in the picture. It seems like it is using the whole bounding box of the vdb of the temple to move the particles. I have collision detection in the solver as Move outside of collision Ocean_emerge_02.hiplc
  3. Im new to houdini and very confused at the moment. I tried creating a smoke portal like effect from particles then using vdb from particles. I created 2 tries. In both i dont know why the some is pretty low res in the viewport. Also i tried changing the velocity scale in the smoke volume sources but they seem to have no effect on the smoke. In the first one the center seems quite static and in the second one no velocity is inherited at all it seems. Any help would be appreciated. portal.hip
  4. Hi guys, I am working on a project where an incense egg is lit from the top and burns down through the object by utilizing the Pyrosourcespread. I have combined this with a modified pyro solver, which i brought in from the Billowy Smoke shelf tool to achieve a denser smoke. In this, two issues occur that i cannot seem to adjust my way out of, with my current knowledge. Firstly, the pyrosourcespread is burning too quickly through the object. Here i am only running with initial fuel which seems to want a value of 7, to infect its nearest neighbours, otherwise no infection happens. This still happens at a way too quick rate. Secondly, i am looking for a way to force the infected area with emitting more, and continous, billowy smoke. At the moment, the negative buoyancy seems to just cover the burned area, where i am looking to have it droop down along the object. The end goal of this project is to have audio influencing the burn in small increments. Apologies for any mistakes. It is just recently that i fell completely in love with the software. IncenseEgg.hiplc IncenseEgg.obj
  5. Hi, How would one go about creating an effect like this? I have no clue where to even start. I tried with normals and a glass shader but to no avail. Any help or demo files would be greatly appreiciated. I have tried to contact the artist already but sadly no response.
  6. Hi everyone, I try to find a way get a line to stick on my animation mesh with particles. here my setup - I have a body animate - pop-net particules emit on mesh and force to stick on mesh Here my problem I try to convert this particules to line but when i play with trail it's don't stick exactly like my particules on mesh. Like exemple here. Do you have an idea? Thanks you so much
  7. Fluids - help!

    Hi team! I have followed a good tutorial on Youtube as I was having issues with keeping fluid in a container, this tutorial also shows how to do bubbles in the water ( Tutorial here ) When the bubbles go through the water there is a loss of fluid and I have been playing around a lot trying to figure out how to prevent the loss, when the collision objects aren't connected there is no loss in the amount of fluid but when I connect the Collison object there is a loss of fluid and I cant figure out how to stop that. I was wondering if anyone else happened to know? Its just bothering me and I wanted to know the answer. Cheers! Hottub.hipnc
  8. Burn vs Fuel

    Hello, I am following a few tutorials on how to make an explosion/fire. Some of them use the attribute burn and others use fuel. Can I please know if there is any difference between the two? Thank you very much.
  9. CurlNoise + Vex Help :(

    Hi there! Houdini noob here ^^ Some days ago I found this image on the internet and I really liked it so I thought about trying to replicate it but maybe animating it hehe to me it seemed like it could be made using curl noise fields so I followed the entagma's vex 101 tutorial and I manage to make this little animation as a test, and I really liked it. I think is pretty close to the image, BUT i have 2 issues with it that i don't really know how to fix or adjust a little, so i was wondering is maybe some of you guys could help me a bit or at least guide me to the right path. https://imgur.com/a/wyg2zMS First: Looping it, is it possible to loop The curlnoise or the curlxnoise? Or is there any other noise function that would produce a similar result but easier to loop Second: Is there any way to soften the curlnoise behavior in these spots? https://imgur.com/a/rLB40Hf My best idea so far i just placing the camera in a place where these intersections aren't in frame haha but would love to know if it's possible at least to make those somewhat less dramatic? CurlNoiseTest_v1.hip
  10. FLIP FLUID Mesh penetrates surface

    Hello Everyone, Particles falling into the object. the particles are penetrating. I've literally tried every single suggestion on every forum and I'm still stuck with this problem. Please look into this. Things I've tried: 1. Substeps increase 2. slip-on collision 3. collision guide offset and divisions. Still, this problem exists. Can anyone help https://i.redd.it/3ziqxtmeo2l51.png
  11. PAPER BEND_TIMESHIFT Erjon.hip https://drive.google.com/file/d/1jTh-5wyxctsYMXmUOTvMMZ4d16ut9Hw-/view?usp=sharing
  12. Just Have Fun Now Flower Effects and much more Its Crystal Case mystiqueTransform.rar
  13. Hello everyone ! In this introduction, I have created an asset ES voronoi chunk. Also is included the workflow. I thank all the odforce users given that I understand Houdini in this forum. I have not contributed as much as them, but I achieved to learn from the users and I thank you again! I hope that with my work, I can contribute to be part of knowledge sharing of this forum. Watch > https://youtu.be/x6CaCquqeYg Download Hda > http://www.thevfx.net/albums/wall-destruction-houdini/ http://www.thevfx.net/
  14. Houdini Instructor

    short contract (3 months) Houdini Instructor. *must have work visa or legal right to work in Italy (work visa will not be provided)* - 4-7 experience specialized in high quality FX, demonstrated through a showreel - Well versed in the operation of Houdini and can easily relay the fundamentals on how to use and create in Houdini - excellent communication skills with both students and colleagues - rounded understanding of VFX industry and VFX pipeline - pro-active learner and problem solver - strong organizational and time management skills - previous teaching experience is preferred
  15. Houdini Bubble burst

    HI guys i have done this realistic bubble burst inside of houdini 18. please comment your thoughts, and do like and share.... Thank you..!
  16. Hello guys ! It has been now 3 years I'm working in the VFX industry. I saw a lot of different FX artist/TD so far and I came to the point that there is many ways of doing a pyro sims as there is artist to make it... From all those different artist, I met people doing amazing simulation from really complicated pyro solver and other with a only a few nodes. There is one specific topic I wanted to get thoughts from you guys was the using of the speed field from the length of the vel field versus the pressure field. People tends to use one or the other as a mask for turbulence, disturbance etc.. in their pyro. Both seems working farely well, but I would like to know more about the prons and cons of those technics ! Looking forward to read your thoughts ! Cheeers
  17. Hello all, I've been trying an effect where a character runs into the water. As soon as the character starts moving and colliding with water little spheres or maybe bubbles start emitting and I don't know why. Below I have attached my hip. file and a screenshot of my exact problem. man_water_run_v11.hip
  18. Generate Wavy Patterns Tutorial

    Hello everyone! https://youtu.be/c4EsWQc7pAE In this tutorial we'll be going over the steps to generate a wavy pattern using simple VEX functions. This is more of a VEX oriented tutorial than my usual videos, but it should be easy to follow along since I will be giving a visual breakdown of each and every line and their effect on the geometry. Thanks to cgwiki's "JoyOfVex" guide that got me motivated to expand on this concept. I recommend you check out his series if you're interested in starting your journey in VEX. http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
  19. Wetmaps are not visible

    Hi, I am trying to get my model wet by rain. But wetmap is not visible on the object completely. It just shows up on the half body like the only half of the body is getting wet. I have attached my file Thank you rain_nine_v08.hip
  20. So I am currently working on an earth destruction sequenz were I have 2 layers on top of the earth base which I fractured and is going to collide with an object. I am a little uncertain on how I should go about getting the other two layer to follow the rbd SIM without having to sim everything 3 times. Just a hint or an idea into the right direction would be enough for me. Cheers, Pascal X
  21. Splitting volumes after pyro sim

    Hi, I am creating a scene that is on fire where at one point an explosion happens. I did this by creating a different source for the explosion, giving it more divergence, temperature,.... However since they are merged and both sourced into the same pyro solver (at SOP level, Houdini 18), this is difficult for shading. Since the explosion is way hotter, the temperature scale etc... needs to be different for the explosion. I have thought of just simulating them both seperately but they influence each other so that is not really an option and since it is pretty HQ, it will probably take way longer too. The same basic question has been asked and answered as well: but I have fire and heat and burn and flame fields, so just copying the density fields to different custom fields doesn't work, at least when I tried,... Also the solver is on SOP level in my case because it's easier and that also changes stuff I thin. If you could help me with this I would be eternally grateful! Thanks in advance, Thoran Slock
  22. Houdini cotton candy

    Hi, Saw the attatched image made in blender, is there any way to make cotton candy in houdini(without grooming)? ThankYou,
  23. Houdini pyro fire simulation

    Hi, I have tried may different options in the sim, still i'm getting the blur flames on the scene... i'm new to houdini pyro the hip file is attatched to this Thank you test.hip
  24. Hair Guide Transfer Issues

    Hey guys, I'm still fairly new to Houdini and I am trying to make a hair sim for a character on a short film I'm on. I have created my groom on a static mesh of the character and I want to transfer it to the animated mesh. I've imported an alembic cache from Maya, matched topologies with the static mesh, cached that matched mesh out, then brought it back in. I want to transfer the guides to this newly cached mesh, but when I use the guide transfer node, it creates multiple instances of my groom and scatters them around the space. I have also tried the vellum constraint option "attach to geometry" with only the root points selected, hoping the rest of the curves will follow but only the root points moved. Not only that, but they didn't spread across the mesh to their correct position. At this point, I'm not really sure what to do anymore. Any recommendations are welcome. I can attach the file too but I'm not sure if that would be much use since you would need the cache files too.
  25. instance in houdini

    Hi, I'm emitting points from geometry, and points which are below the grid were killed using a pop kill... I'm instancing another geo on it, since the point number is changing my pscale value is also changing for every frame... how to solve this copy to points.hip
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