Jump to content

Search the Community

Showing results for tags 'setting'.

  • 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 2 results

  1. Hello, Using the latest version of Houdini 16.0.736. What is best scale to simulate fur on female jacket. Should I simulate real-world scale or scale it up very large for better fur simulation performance? For Example, should the fur coat match the scale of the test geometry like rubber toy or pig head? Should it be scaled to 2 meters or 200? I want to master the scale before tinkering with the Fur Sim settings. Otherwise, does anyone have dynamite fur sim settings for a specific scale? My sims either seem very static or dramatically broken with stretching fur. Thank you, Ryan
  2. Hi, I have substep setting questions when an object(emitter and collider) moves very fast. I am expecting to change 3 points: 1 dopnetwork > simulation tab > substeps 2 pyroSolver > advanced > min/max substeps I am not sure which one I need to change the above?? 3 emitter (collider) should be produced substep volume(denisty/SDF). From the volume/VDB, can we produce inbetween volume/SDF objects with timeBlend and/or attributeInterpolate? Or actually houdini will automatically handle all the substep sources?? I guess if meshes which are before converting to volume are able to create substep, FluidSOurce and VDBfromPoly nodes could create substep volume. But what if mesh is cached, what's happen? Ultimately, I believe ex-colleague showed me that he made a pyro tiny smoke, and created 4x slower motion post-smoke by somehow interpolating. Thus, if anyone knows substep settings and post-slowmotion voxel anim, I really appreciate it!
×
×
  • Create New...