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Found 29 results

  1. hi, I am testing vellum, and have a question. When testGeo is coming up from ground, all vellum particles are influenced and pushed away. Also, when he hit ground with hummer and lift it up, particles looks being sucked into holes made by hummer. However, these particle reaction should not reach such far away distance. I'd like to know how to control the influence distance. So far, I am thinking of solutions: 1 - reduce constraint iteration, 2 - make a space between particles at emission/creation times. 3 - add more friction, increase particle separate / highres- sim, etc. This result could be ok for sand FX, but when making snow ground, this won't work. Particles should be very rigid, and particle only moves around testGeo's feet and hummer. If anyone knows how to control it properly, let me know thanks!!
  2. Hello! I have recently been offered my FIRST FX job! I am familiar with Maya, and some Max, but this job requires that i use Houdini, so now i am all in! VERY EXCITED!!! I have a scene where i have to make some letters rise from sand. The issue is that i cannot get things to collide correctly. Doing my research i have tried using it as a RBD object, and using a trail sop to computer its velocity, but i still dont see any collisions. I use static object, pointing to a VDB smooth as the proxy geo, and all of the collision detection/mode set to volume, but no collisions still. I set the sim up with an initial state file too. Could that be the issue? When i take away the VDB to polygons and VDB smooth, delete and just run the sim as a regular static object, everything works! But...i get some weird artifacts rendering. What is the best approach to this method in Houdini? Im sure the solution is just a setting away, but im lost here. Any suggestions? LetterSetup_001_collProbs.hip
  3. Hello guys, I'm struggling with making a basic setup with object emerging from the sand with vellum grains. Has anybody done something like this, do I need to use constraints or just pop awake? I'm sharing my basic scene Thanks! grains_test.hipnc
  4. Hi everyone. I have a scene with big rocks/mountains. I'd like to replicate this effect: and this one: And of course the snow would some evaporate and go over the slope, like shown in the picture I've attached. I have uploaded a hip file with what I'm doing so far in a much simplify version of my project, but I don't know how to make it look like 'big scale', with all the ripples and fine details. Any help would be much appreciated. Thanks spindrift_snowDustBlowing.hipnc
  5. Granis collision help

    Started trying to make a Hour Glass effect but when i press play the grains appear on the outside of the geo, not sure what the problem is any ideas? HourglassSim.hipnc
  6. Hourglass Effect Help

    I'm wondering what would be the best way of approaching an hourglass effect where the sand goes upwards. The hourglass has to be taken out of Houdini and into Maya and is going to be placed into a scene ontop of a table. Any help with how you would tackle this kind of effect.
  7. Hey magicians, I'm trying to create a thick layer of pyro (for a sand blowing effect) but so far I can't get the desired result, I got a decent view from distance but the camera is close to the floor so it gets bloby, any advice? this is the ref I'm trying to achieve And these are my tests so far Any advice will be awesome, thanks in advance!
  8. Hey magicians, I'm trying to create a thick layer of pyro (for a sand blowing effect) but so far I can't get the desired result, I got a decent view from distance but the camera is close to the floor so it gets bloby, any advice? this is the ref I'm trying to achieve And these are my tests so far Any advice will be awesome, thanks in advance!
  9. POP Grains - Experiments and Issues!

    Hello, I have been experimenting with Grains node and shelf setups as as custom setups. I started with a sphere, then a sand castle and last was a statue. Some results were pleasant then I ran into some issues. Weird and strange behaviors such as floating sand clumps. Mainly it looks like too much force or friction. The problem that the solver feels like it is too sensitive (minor values can change things very quickly). Any pointers or advice is greatly appreciated. Copy_of_SandCastle.mp4 SandCastle_002.mov SandCastle_003.mp4 SandSolver_issue.mp4
  10. Hello! I want to present you my latest project! Did a test of cloud and fire, the video below. Hip_file is available for download hip file https://gum.co/IlDLG
  11. Sand Grain Interaction Help Needed

    Hey folks, Hope all is well. Working on a close-up shot, Where a snake penetrates through some sand. I like to achieve a gentle and realistic interaction between the two objects, Effects of sand rolling on the snake and each other is desired too of course. However I'm clueless of how this possibly could be achieved. Please check the attached scene below. , Any help or hint would be greatly appreciated. grain_init.hipnc
  12. Hey magicians, I'm new to redshift, I'm trying to generate some sort of glossy particles to add some sexyness, but I can't get the desired result. What I tried is making 2 instances, 1 with the full point cloud, and the other with the glossy ones, but I can't make them to pop like the references. References: } What I have so far: Thanks!
  13. Sand Simulation

    Hi! I'm a student at NAD in Montreal and I'm trying to learn Houdini. I have a project in which I need to simulate sand on top of a falling rocks RBD simulation, which is on top of a FEM sim. (The FEM is the deforming ground) So I cached every collision objects with the CollisionSource node (with 4 substeps to match de grain solver). Now, if I simulate the sand, it explode on random frames. (see flipbook here: password: sandsim This is my second attempt and it still explode (at fist I used 10 substeps) Does somebody have any ideas on what could be the issue? Thanks MountainGrowth_47.hipnc
  14. Retime slow motion points

    Hello all, I have a sand set up based on points being advected by vdb vel. The results come out nice enough but the motion is too fast. I need the speed sim/solver speed to remain the same though to retain the kind of details I'm getting so I can't just multiply the fps down in the solver to cheap a slow-mo effect. What I'm looking for is to simply retime the points post-cache and make my cache slow-mo, which actually works using a timewarp (I just stretched the output range an extra few hundred frames) -- The slo mo effect is achieved but there is obvious stepping in between frames where the cache will freeze and play ever other frame (due to the stretching) To avoid this kind of stepping I tried using a timeblendql, which seems to have almost worked but because my points are dying and being deleted based on age, the timewarp breaks. Timewarpql has a neat feature where you can use the v of the point to blend between subframes, but since I'm inheriting my point v from the vdb vel its not as accurate is if you were using a trail sop, and again the trail sop breaks in my scenario because of the points being deleted perhaps based on age.. I can smooth the points together in post with nuke using a frameblend and you don't see the stepping... But i'm sure there is a proper and procedural way to interpolate between the substep frames of the point between A + B... just not sure how to go about this and I am having trouble finding a reference on the net. It would also be nice to have this setup on hands in the future. Thanks for all your time!
  15. Particles flying of geometry

    Hi, I am trying to make particles fly off a moving figure. so for example if he throws his arms in the air i want particles to fly of like sand. What is the best appraoch to this? I have tried using the trail node and attract pop but every time at some point no more particles emmit and just the ones that should fall to the ground are moved by the figure. I put a link to a flipbook render below. thanks test_Two_grain.mov
  16. Hello Houdini community, I was wondering if anyone had had the idea of using the new oceans tools to do sand effects. I am trying to figureout the best way to set up an object in a vast desert that is rising up through the sand. A number of years ago I took Spencer Leuders class on CG workshops using fluids and one of his classes used vops to manipulate the fluid to behave like sand. My thought is to take a similar approach but do it to a flip tank with an object rising from underneath the sand. This is how I think it should be setup, but don’t know if it’s the best way to do it. I would love any tips. Thank you guys for your time. Object rising.mov Ocean_Sand_v01.hip
  17. Redhoot - Granularity HOW?

    Hi everyone, long time lurker, but i've finally started using Houdini so I decided to actually join this forum. Although completely out of my depth I'm having a lot of fun with it! I was wonderng if someone would be kind enough to break down the first 20ish seconds of this - I've successfully set up particle morphs from object a to b along a curve and played with turbulence and so on, but I'm unsure how to emit from a point into an object with such force as this. I'm not trying to copy, but I'm working on something for University and i'd like to achieve an effect such as this. Sorry I'm rambling, I'm very new to actually using Houdini.. I'll stop here.
  18. Hello all, I am trying to figure out how to create a procedural shader that looks like sand (Applied to geometry, not particles) Are there any posts that you guys can point me to that would help me know where to start? Thank you Sand shader for dunes_v01.hip
  19. Hey Guys, this is the first visualisation of a project for school. It's a Floating Island which has 4 different areas. A grasland, a sand desert, a swamp area and on top of the mountain an ice land. The base geometry was made with WorldMachine 2 and also the base textures were made with this tool. After that, the base textures were edited in PS. All of this data was then imported in Houdini and things like clouds and plants were added. Also the shading, lighting and rendering was done in Houdini with Mantra. This is my first project in Houdini, Greetings Chrizzo Floating Island_Konzept_V1.0_Ani_01.mp4
  20. okay so i've got a little issue here... I have FINALLY (After 30 hours of twiddling) got a really nice fairly stable sand grains anim going that interacts nicely with my char. so i've got my node network which is a basic off the shelf grains upres... i'm trying to wrap my head around whats happening in setseed_adjust_scale attribute wrangle node but i cant suss it out anyway what i want to do is vary the scale of my upres particles making some bigger and some smaller. so in my head i drop in a new attribute wrangle node (circled red in the pic) and i add the following: float @pscale = 1; @pscale = rand (0.002, 0.006); and BLAM! my pc fan after 30 seconds nearly ran out the window screaming!!!!! Its done this twice now and just locks up hou and the pc! so i'm properly stuck here - i cant figure out how to vary the scale of those upres particles - they are all the same size Anyone got any ideas on how to adjust this? ta ant
  21. hi everyone i have a small issue here with my sand grains (wet grains) - i'm trying to get my mesh to collide with them but they seem to be jumping about a fair bit as the character moves. I'm not sure what i can do to adjust this jumping about does anyone have any ideas? playblast below to show you what i mean. I cant share the scene file right now sorry but the jumping of particles is quite noticeable here ip.mp4
  22. more sand/grain question

    As nobody answered my previous post (no hard feelings ), here I am again. I have made some progress with sand/grain but I'm still not sure of the process. In this new file I'm trying to have the sand to gradually blow away . I'm using a PopForce to move my particles and I'm controlling the v@Force Attribute with a voppop. I'm using a ramp based on Y and a turbulence noise to set the @force value as I would like the sand to start blowing randomly from the top and slowly go down the pile of sand. But I have 2 problems. 1- because the noise and the ramp are based on position, the particles enter and exit the noise/value 2- the noise is fading to quickly, I think I need to add a fit node to compensate.. but I can't figure it out. Here is my ramp/noise test (on a volume). PS: my previous post was about sand disintegration. and I attached a Hip of my scene. Please Help me out! sandtest_forceRandom.hiplc
  23. sand disintegration

    Hello, I'm trying to get a logo to dissolve/disintegrate into sand. Like it is made out of sand and something is eating out the outside shell and the sand is pouring out. In the attached file I was first trying to use a geometry and use attribute transfer to set the force of a popforce. as I would like to use in the future a more random/noisy pattern. I'm not exactly sure if my expression is wrong, if my whole set up is wrong. I tried to look around for tutorials or thread but couldn't find any. Any idea, suggestion or links would be greatly appreciated. thanks bil Sand_Desintegration01.hipnc
  24. Hey guys I'm currently playing around with Houdini so please excuse any silly questions. At the moment I'm trying to figure out if I can cull/delete any particles that aren't bound by constraints in my sand solver test. The setup is pretty basic but those pesky particles that fall off like debris aren't what I was trying to achieve; I kinda just wanted it to split into two separate pieces. Not sure how to approach it, but will try to read around it and figure it out. Any help would be amazing though! Thanks in advance
  25. Sand collision

    Hello everyone ! I'm trying to get an object impact sand. To achieve this kind of effect I planned to create a setup based on this great idea: https://vimeo.com/155198661 Here is what I have so far: Unfortunately I lack the maths to go further. What I need is to spread my velocity vectors outward from the collision mesh and also to remove any vectors that are "BEHIND" the motion. I was wondering if there was a way to ramp down the density using a volume VOP and the BB attribute but no luck so far, or find a way to emit more grain at the front, avoid a constant emission within the volume. Do you guys have any suggestions ? Cheers ! sand.avi collide_setup_01.hipnc
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