# Search the Community

Showing results for tags 'krakatoa'.

• ### Search By Tags

Type tags separated by commas.

### 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
• 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

• 0 Replies

• 0 Reviews

• 0 Views

Found 6 results

1. ## Krakatoa in vex

Hello, I`m working on Ink style effect. I would like to add point in between two (or more) nearest existing points, interpolate velocity and push new point slightly in vel direction, to have little bit more circular interpolation. That works well, better than point jitter or different cheap techniques. I would like to still fell motion from original sim. But I stuck on duplicated positions of some points, which is logical, other points can have similar near point. So I would like to add some counter, so if there were pair in past, don`t create new point. We are talking about millions of new points, so I need it as cheap and straight forward as possible. Basic idea, with some new points duplicated: float maxDistance = chf("maxDistance"); float minDistance = chf("minDistance"); int maxPoints = chi("maxPoints"); int nearPnts[] = nearpoints(0,@P,maxDistance, maxPoints); foreach (int pnts; nearPnts){ float distance = distance(point(0,"P",pnts), @P); if (distance > minDistance){ vector nearPos = point(0,"P", pnts); vector nearVel = point(0,"v", pnts); vector centerPos = lerp(nearPos, @P, 0.5); vector centerVel = lerp(nearVel, @v, 0.5); centerPos += centerVel * chf("pos_offset"); int newPoint = addpoint(0,centerPos); setpointattrib(0,"v",newPoint,centerVel); setpointattrib(0,"id",newPoint,@id*1000); setpointattrib(0,"newBorn",newPoint,1); } } I`m trying to add some counter ("tested") but seems like I cant read this attribute and my head is twisted I can see in spreadsheed, that "tested" has some range, so I need to connect with it. Any idea? Thanks a lot float minDistance = chf("minDistance"); int maxPoints = chi("maxPoints"); i@tested = 0; int nearPnts[] = nearpoints(0,@P,maxDistance, maxPoints); foreach (int pnts; nearPnts){ float distance = distance(point(0,"P",pnts), @P); setpointattrib(0,"tested",pnts,1,"add"); if (distance > minDistance && point(geoself(), "tested", pnts) == 1){ vector nearPos = point(0,"P", pnts); vector nearVel = point(0,"v", pnts); vector centerPos = lerp(nearPos, @P, 0.5); vector centerVel = lerp(nearVel, @v, 0.5); centerPos += centerVel * chf("pos_offset"); int newPoint = addpoint(0,centerPos); setpointattrib(0,"v",newPoint,centerVel); setpointattrib(0,"id",newPoint,@id*1000); setpointattrib(0,"newBorn",newPoint,1); } }
2. ## Import PRTs

Hi, I have seen a lot of posts about exporting PRTs from Houdini but what I would like to do is import them into Houdini as points is there a way to do this? I have some nebulas saved out in PRT format and I wanted to do some experiments in Houdini with them. Thanks
3. ## fx FX ARTISTS - Falcon's Creative Group - Orlando, FL

Falcon's Creative Group is seeking full time and/or contract FX ARTISTS and SENIOR FX ARTISTS to join our team in Orlando, FL. Our studio has been creating immersive experiences for special venues, theme parks, and attractions for over 17 years. From global entertainment destinations to cutting edge digital storytelling, to unparalleled themed experiences, our team successfully transforms everyday reality – every day. Check out our DEMO REEL! Position Description The FX Artist will work closely with the Animation Team and Creative Leads to develop 3D FX elements to accomplish the vision of the Director for unique and high-profile 3D animated stereoscopic projects. Responsibilities include: 1. Establish and understand project FX needs/requirements. 2. Develop particle, rigid body, fluid and volumetric effects Develop in a fast-paced environment with an iterative workflow. 3. Maximize FX rendering techniques with AOVs for compositing. 4. Basic compositing of FX layers/AOVs in shots. 5. Identify creative and technical issues and elevate solutions to appropriate team members. 6. Communicate development status and forecasts. 7. Meet project deadlines set by production. 8. Maintain high security standards for confidential studio assets. Qualifications: 1. Professional industry experience preferred. 2. Strong foundation in using MAYA FX systems and/or HOUDINI. 3. Experience with shader development and render AOVs preferred. 4. Experience with NUKE compositing software a plus. 5. Stereoscopic film production experience a plus. 6. Experience using KRAKATOA, FUME-FX a plus. 7. Programming experience in MEL and/or PYTHON a plus. Submit your application online at: http://falconstreehouse.com/careers.html Falcon’s Treehouse, LLC is a drug-free workplace and employment is contingent upon passing a drug screen. We are an equal employment opportunity employer. All qualified applicants will receive consideration for employment without regard to race, color, religion, gender, age, national origin, disability status, protected veteran status or any other characteristic protected by law.
4. ## Lead FX Artist - Platige Image - Poland

Platige Image is an award winning animation studio for creative endeavors specializing in designing CG imagery, 3D animation, and digital special effects. At Platige, we combine film and advertising work with a strong passion for art, education, and entertainment. Work place: Warsaw/Poland Type of job: Permanent Role: You will work closely with Art Directors and CG Supervisors to determine best approach to effects challenges and develop final look using commercial and property software. Use an array of software tools to produce photorealistic simulations of real-world phenomena. Be able to light, render and precompose your work. We offer: Fascinating place to work (old fortress, Warsaw, Poland). Flexible and long-term cooperation opportunity. Working with team of CG artists with passion to create. Unique, challenging projects for the world class clients. To become a part of a story. Benefits. Required Skills: At least 5 years production experience with effects simulation work. At least 1 year in Team Leader/Supervisor role. Extensive knowledge of Houdini confirmed by prior projects’ realization is a must. Proven experience in producing effects such as smoke, fire, clouds, water and explosions. Strong team-player attitude. Strong communication and organizational skill. Prioritizing ability. Plus: A good 3D general and artistic background is desirable. Production experience in any art role. Familiar with one or more of the following applications: Realflow, Krakatoa, Fume, Thinking Particles. Experience lighting and rendering with Arnold. If you are interested in joining our team, send us your portfolio or showreel via email address: HRBP@platige.com. Put the following title in the subject of email: „LFX_ENG_02_2017”. Please include the following statement with your application: „I hereby consent to the processing of my vital and personal data in so far as this is required under the ongoing and future recruiting processes, in accordance with the Act of August 29, 1997, on the Protection of Personal Information (JoL no. 133, item 883).
5. ## particles PRT Exporter for Houdini 15.5

Does anybody have compiled PRT exporter for houdini 15.5.480 ?
6. ## Absorption like Krakatoa for Smoke Volumes

Hey all, I'm curious if there is a way to render volumes such as billowy smoke with absorption . Here is a reference of absorption done in krakatoa http://assets.digitaltutors.com/dtv_/bison_courses/558/detailed_images/5.jpg I've tried setting up a few lights and tweaking the billowy smoke material but I can't seem to get the right look as shown in the reference. Any advice would help. Thanks!
×

• #### Support

×
• Create New...