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Showing results for tags 'mask'.
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Hey there, What approach would I take if I wanted to generate points inside a heightfield mask, where the points spread across the center of the mask? Thanks!
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Hi! I used displacement mask for redshift in Houdini.But there was such a problem.I don't want displacement where I mask and blend into the ocean smoothly. You can see the problem on the edges of the mesh in the first photo.How can i fix this? I shared the displacement mask and material setups below.I will be glad if you help.Thanks in advance.
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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
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Hello, I am triggering animation using a mask attribute, converting the mask to a group, and using a copy stamp to offset when animation is triggered. Using this workflow here by the awesome Matt Estela: https://www.sidefx.com/forum/topic/42799/ Everything works and seems great. What I am wondering, is if theres is a more up to date away of going about this that doesn't involve a copy stamp? Or doesn't involve converting my mask to a group? Ive attached a hip for anyone interested. Thanks you bunch of brainiacs! Trigger_Anim_mask.hiplc
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When I use a slope mask, it is covered at the top area.. I would like to mix with height, so I did multiply both, but there is a very even line. How can I make a slope mask with height without a line? Thanks, have a great holiday y'all Edit: I am using VOP
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Hello, I took a tutorial on heigltfield. It does something super interesting but I really can't seem to apply it on my project. It converted to vdb to combine (ok) but when we do it at home. It gives nothing. how does he do it? Thank you and good day for all
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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, 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/
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Is there a way to procedurally select primitives that are inside a mesh? I tried mask by feature and ray but cannot find a way to select the inside primitives. In the images I show the primitives that are inside (selected manually).
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- primitives
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Hi everyone ! I was wondering if it was possible, on a geometry deformed (by a point deform SOP) to simulate only parts of the geometry that were masked with vellum ? (if needed, I uploaded a scene with the mask I want to simulate). Thanks a lot for the answers ! Vellum_on_mask.hipnc
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Hi guys, I wonder, is it possible to generate distance fields out of heightfield masks? I want to create an art directable island and whenever I blur the mask, obviously the the initial shape cannot be maintained. It get's ...washed out. For big islands that's no problem I think, but small islands are tricky, because there is no island left after smoothing So I wonder, is there an easy fix for this using distance fields (like in Substance)?
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Hello guys, i using the Particle Fluid Surface SOP to build the mesh of the simulation, however i need the increase the volume of mesh just at bottom of the model. i find the mask options quite usefull doing that job when i place the geometry to use as mask, the entire simulation mesh gets dilated and where is the geometry still same size (its inverted) i trying to set the dilate thing just inside the mask, but with no luck yet. thanks in advance. ps: i uploaded an basic .hip scene flrip_mesh_masl.hipnc
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I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. I am encountering a couple of problems, one being that as the sim continues the boat becomes a submarine due to so much fluid, but also, relating to the topic of this post, white water emission is occurring everywhere making blending into the ocean a problem. The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean? Any insight would be very welcome. Thanks
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Hi guys, When I cut a Heightfield by an object, the “Heightfield Scatter” node creates points in masked areas! How can I fix this? Thanks for helping. Terrain_01.hip
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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
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Hi, I'm trying to use a pyro sim to make some realistic clouds and to get the effect I want I need varying levels of dissipation, turbulence, and disturbance at different heights. I've set up some scalar fields and made a gas wrangle to have the gradients I want set up but I can't manage to get them to properly affect the gas nodes. CloudSimming.hip
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- pyro
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Hi, I have a large volume where most of the volume has no density but some velocity. I want to export vdb's and to save disk space I want eliminate the velocity where I have no density. I found a way by using a volumeVelocity sop where I use my density as a mask, but I'm quite sure that there is an simpler way. I tried to do it in a convertVdb where I use the density vdb as a mask for the velocity vdb, but this had not influence on the velocity vdb. So the question is: What is the most efficient way to mask a velocity volume with a density volume (or vdb)? Can't post a hipfile at the moment, sorry.
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Hello, I'm quite new to Houdini and I have a pretty simple question which I haven't been able to figure out. Suppose an open convex plane, how can I make a mask from border to center going from black to white? Attached example images. In my case, a height mask could do the trick too due to its convex shape, but ideally I prefer the border. Thank you
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Is it possible to create a custom heightfield mask with my own name? It seems to me that only the predefined mask names (mask, height, water, debris...) is possible to reference, when working with heightfields? If I wanna create 3-4 different grass masks, for texture splat mapping later, it would be nice to be able to create these mask (grassMask1, grassMask2....) It's going to be used for working with them in COP, but also export them, for later use when create the final materials
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Hi, I have a question about copying velocity's to a flip simulation. I want to create a specific shape in the motion of the fluid. The only way I can get close to that at the moment is to source(copy) a generated velocity into the flip sim. That's because when I add the velocity, it overshoots too fast and I can't get that specific shape out of it. The only thing with copying the velocity, is that it copy's the velocities with a value of 0 as well, so the flip is completely at rest. I was thinking that this could be fixed with a mask field, but it doesn't seems to work as I expected. Is there anybody out there who can tell me what i'm doing wrong? Or other suggestions to get that result would be welcome as well! Actually, any help/advice would be appreciated! pumpVelToFlip.hip
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Hi, I have a question about how oceanEvaluatenode in SOP, and ocean_samplelayers node in VOP/MAT pick and match up each spectrum and mask. For instance, I start from shell, ocean flat tank. And go to obj>flattank_fluid_extended. There are node network to create a bake_spectra and bake_masks cache file. They split , cache and merged them, and feed to oceanValuate. From there, I delete hifrequency_mask node and created 1 more oceanSpectrums and 1 more custom mask. After that, I don't know how to make a coupling/group of default spectrum & default mask, and sceond spectrum & customMask, before merging all spectrums and masks to output. There are primitive names, phase, frequency, amplitude, pointmask, mask in geometry spreadsheet. I guess they check primitive number or some group attribute to make each displacement group?? Also, what pointmask does do? Thanks!!
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Hey guys, I've noticed the VDB Smooth and the VDB Reshape have a VDB ALPHA MASK thing on the node's second input. I've tried it in the obvious way, connecting another vdb into the second input, but it doesn't work. Can anyone give me a hint on that? My "not working" scene file is attached Thx vdb.mask.v1a.hiplc
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Hi all, Does anyone know how to use the mask input option to smooth a part of the mesh inside the particle fluid surface node? I want to specify with a volume (ie. a bounding box) which part of the mesh to smooth or keep (instead of using the velocity or vorticity mask). I created the volume to mask with (just a box turned to vdb) as a separate OBJ, I am then object merging it and connecting it to the third input of the fluid surface node, then in the filtering tab in mask input I check it and put in the name of the volume. I have tried to do several different things on the volume itself (regular VDB, Fog VFB, etc.) and nothing seems to work or make any difference. When I turn visualize mask on all it shows is nothing is applied to it (ie. all of the surface has 0 smoothing applied to it) How do I properly use this feature and get the node to recognize the mask? Am I going about this the right way? Many thanks, CrownSplash Anim C.hiplc
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hi, i am currently new to houdini and have been using arnold so far. Currently i am trying to build a procedural texture and have been using ambient occlusion as mask extensively and was happy with the result. However when i render it with animation, the objects move around and so the ambient occlusion mask moves as well for every frame. is there any way i could bake the ambient occlusion mask as a static mask? or stop ambient occlusion from recalculating every frame? the geo consist of a huge polygon with many sections being animated that has already been unwrapped with uvs. would really appreciate any help thx.
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Hi! Does anyone knows if it's possible to mask a microsolver by some custom field? (i'm sure it is!) Say i have a smoke expanding in a room, and a turbulence microsolver, and i want to make the turbulence smoothly stops when the smoke hits the walls, is there a way to do it? I was thinking in building a SDF from the walls, but don't find how i could mask the turbulence microsolver with it..! Thanks a lot if anyone have some direction.