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Found 11 results

  1. UV on FLIP using Rest

    I know this question has been asked on here a few times but I still cannot seem to get a straight answer. I watched the 16.5 FLIP masterclass on how to use the dual rest solver but the thing is Jeff Wagner never actually got it working. If you open his scene files and disable/enable the VOP node you can see he actually didn't do anything- it's the same UV result either way coming from the UV Quickshade. Then I tried to read up on the Dual Rest and Dual Rest Solver nodes, to which there is essentially no explanation in the Houdini help. And while I understand the concept of the Rest SOP measuring the distance between initial positions and deformed positions on points, I still don't understand how to translate that into UV space. So I want to just put this to bed by asking a straightforward question and hopefully receiving a straight answer! (Please no links to other threads I literally have been down a rabbit hole on this several times with no good answers). I want to take the rubber toy test geometry, add it to flip with simple fluid source and FLIP object, use gravity to smash it against a floor plane. Outputting dual rest attributes from the flip solver. In this scenario, how can I- a - take the initial UVs from the geometry and have them deform with the sim b - take the dual rest attribs and use those to UV on my own with a procedural texture
  2. Rest popup problem

    I have a problem with the rest field. When I tried to render just popup on every 20 frames which is Frames Between Solves settings on PyroSolver. The simulation starts at 4. frame so I paste that value from dop network node to pyro solver in frame offset as a relative reference. In addition, I attached settings images and flipbook video I appreciate any help! rest problem.mp4
  3. Hero Object rest force in flip

    Hi everyone, I got a flip sim with a hero object Floating on top of it. Now I want to make sure, the object floats but kinda stays on a specific spot. So I used the rest Attribute and subtracted to Position from it (in the dop net). If the distance is getting bigger the force should increase as well. Unfortunately the force is pulling the object to the Center of the Scene. Maybe any quick solution for that? Added a supe rsimple hip file heroforce.hiplc
  4. When I use shelf tools like about destruction or pyro, Houdini makes rest node and rest field. and I don't know where can I use it. I think rest node for destruction and rest field in pyro are completely different but I don't know how can I use it. I'm the beginner of Houdini and so .. help me ! Sorry for my English btw TT
  5. Hello everyone! Please tell me who engaged in the creation of lava in the Houdini. I need to create a procedural texture of magma so that it follows the surface of the geometry. Also, perhaps you know how to create dark folds on the surface of the lava as it cools. Thank everybody in advance! The dark folds
  6. I'm accustomed to adding additional detail to smoke using the Pyro Shader by creating dual rest attributes and using those to generate Noise with the shader. It seems though when I adjust the Scale Time on the DOP Network node, something becomes off. In my attached video, you can see that the Noise of the Pyro Shader is causing a popping every 30 frames. I'm not sure how to resolve this issue and any tips would be much appreciated. Thank you. smokeTest_001.mov SOLVED: simply use the pyro solver's time scale instead of the DOP's
  7. Volume density from texture?

    Hello magicians, I saw a great image by Lee Griggs the other day and I tried to replicate, here is the original effect He did it with Arnold (i think in maya), by projecting a texture into a volume density, here is some explanation https://support.solidangle.com/pages/viewpage.action?pageId=55710284 I didnt know how to project a texture into density, so I projected a texture, the deleted by color and converted that into vdb > fog, but that way I don't get any depth, any ideas? I've read about a rest field that does something like UV on volumes but cant figure out how Here are my attempts: Hip file attached, Cheers! volnoise3.hip
  8. Hey guys recently I saw that rest field inside pyro solver, that I read at Stalingrad Article to create flames in SideFX site, but I dont have any idea how to use that , anyone have a document/explanation for this? Thanks
  9. in shop noise problem

    I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  10. I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  11. I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
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