Jump to content

Search the Community

Showing results for tags 'scene scale'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


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
    • Shaders
  • 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

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 3 results

  1. Hello, This might be such a simple question/answer... I'm have animation, done in Maya and the scene scale was set to centimeters. I exported it as an alembic and imported it into Houdini. Now it's massive (or at least in relation to the grid) and I've got to add some effects to it (more specifically, the flat tank for), the trick is that I have to convert the particles/fluid to geometry and export it back to Maya to fit with the rest of the shaders and rendering. Would it be best if I just scale the alembic uniformly down in Houdini and work off of that? (I have parented it to a null and scaled the null to 0.01 and still got kinda weird results). Any insight would be greatly appreciated, thanks.
  2. Hey Folks, I am currently working on a water-drop simulation, small scale, 8cm x8cm tank, 1cm water drop. The sim turned out fine, but I was asked to emitt some additional droplets from the splash crown. My first idea was to use the white-water solver to emit some particles from the crown, since it gives quite some control on emitting particles from fluid-sims, but I can't get it to work on my scene-scale. It's allways offsetted from my sim. I have attached a scene file to illustrate the problem. Any ideas what goes wrong there? In addition, I'd be curious if you guys have any idea how to emit some extra droplets from the splash crown? I'm a bit stuck here... My ideas so far (not sure if any of them works, they are all rough and untested) - whitewater solver: emit a few particles -> merge them with the original sim -> give the whitewater particles a much much bigger pscale -> mesh it alltogehter -> white water particles appear as droplets - custom particle sim: filtering the fluid-sim particles by expressions (somehow the same as the whitewater source does it), and do a custom particle sim -> merge it with the original sim and mesh it, or mesh it seperately...whatever works best. - droplet function on the flip-solver: you (may) get some droplet-particles incl. droplet attribute -> pscale bigger on droplet particles -> mesh them together with the sim, so the droplet particles get meshed as visible, bigger water drops ->? Thank you in advance for your time and help guys! Looking forward to your answers! white_water_test_01.hipnc
  3. Hey, having some issues when trying to source volume from small scale objects. Working to 1 unit is 1 metre. When I create a cube it's created at 2 units squared? I want to scale this down to be around 0.02 , 0.1, 0.02 so it is the correct scale in relation to my object I'm colliding with. Problem is nothing works correctly at this scale, so my question is what am I doing wrong here? Thanks!
×
×
  • Create New...