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Found 18 results

  1. Volume shaping in dop network

    Hi guys! Recently I was asking for some advice on how to deform spherical parts of volume into different shapes (in my case skulls). And here is the best reply I've got: "You need a dop I/O node - target your dop network and then point it to your smoke object. Add an import field with the little plus button and import the field named "Pressure". This value is very small but if you use volume visualize nodes or volume vops you can fit the values to pull out the pressure range where these mushroom shapes occur. Once you know the range (usually somewhere around 0.02 to 0.00 for these shapes) you now have the correct mask range. You can now set "Pressure" as the control field in your disturbance tab on the pyro solver. Just make sure you use the correct range, then you can dial the strength of your disturbance applied in only the areas highlighted previously in your volume visualizer. One thing to note - if you want to identify them each you're going to need a sop solver. Once you have the pressure field isolated, you can convert the vdb to poly and use connectivity to seperate them out and then pack them to get a centroid for the specific mushroom. But you're going to want to blend the point position of that centroid over time as it may jitter or pop in and out of existence depending on the tightness of your isolation range. Once those points have a history they'll have velocity and direction you can use to orient your custom field that warps it into a skull or whatever." However, I'm stuck on the last step where I have to setup sop solver and feed the output back in a sim. I would be very grateful for any advice or more detailed instructions on how to set the last part up P.S. I've attached a basic setup file in case if needed sklsmk_test.hipnc geo_02.0001.bgeo.sc
  2. Hi everyone, I'm having this problem that I think should be a simple fix but can't figure out. All of my nodes defaulted into the rectangle shape, and I can't change the shapes at all using the shape palette. How can I fix this? Nothing happens if I click or drag the shapes onto the nodes. It's as if they are locked. I know this is a minor problem, but I like to keep my nodes organized so this is driving me crazy. Thank you!!
  3. FLIP tank shape other than cube?

    Hi every one. Is there a way to get any other shape of flip tank? I can just simulate it in the tube and give it a time to settle, but it would be easier if there is an option to make tank cylindrical. Thanks. Tom
  4. How to control flame shape at birth

    Hello all ! On a shot like this I would like to change the shape of my fire so it doesn't have this mushroom like shape when it grows but I can't figure out how. Any other tips or advice would be much appreaciated too ! Thnaks in advance ! Maho CLAQUIN
  5. Hey guys, Been doing some procedural robots by projecting some shapes onto a human mesh. I like the results so far, but I'm wondering if there's any method to project shapes ib each primitive without intersection here are some pics to show my idea: and what I'm trying to get: Maybe foreach with ray might be the solution but i tried some stuff without luck. Here are some renders from the setup I had right now, just trying to improve a bit: Tagging some masters to see if they know a solution: @f1480187 @petz @Noobini @konstantin magnus @mestela Thanks!
  6. Hi all, I am trying to make a whirlpool effect and i am doing it by creating a circle and then copying it into itself creating a for each loop where every smaller circle rotates faster than the previous then copying it downwards and tapering it to make the typical "hole" that is formed. I previously made a mistake where i copied the volume created from the effect and put it as the source of the water and got it working but the surface water was stationary, now that i have the surface moving but when I let the effect run it only "spins" the top layer of the water and doesn't go any deeper into the water , any tips? or any help would be appreciated. Whirlpool13.hipnc
  7. Fast smoke simulation

    Hi there, I am learning about smoke in houdini and I am desperately trying to achieve an effect like this By this I mean a fast paced smoke puff that spreads out wide, like almost in a V shape. However, no matter what I do, my smoke always ends up looking very straigt. I can achieve the fast paced but then it looks even more straight I think. I tried making it faster by chaning the time scale, giving it a high buoyancy lift, using my normals as a velocity volume (in source volume node) and setting the scale of it to very high, setting the temperature scale to a higher values, etc. All these individual things work for the speed, but I keep ending up with quite a straight line, or something that isn't making sense at all. I tried adding turbulance, but this also doesn't help me to achieve that "v shape". I hope someone can explain to me what is going wrong, because I am totally lost.
  8. Polywire shape adjustments

    Hi there! I'm trying to add a certain shape to an object. (see image which hopefully explains it better ;-) the effect I'm trying to achieve is that the polywire should be bigger to the point and smaller/thinner in between. I did try it with a ramp but it obviously doesn't work. I'm still new to houdini and any help is very much appreciated! Thanks ;-) curve on object.hipnc
  9. Hi there, Very basic question, what is the correct way to get a custom shape volume, for example a spherical volume? When you plug geo into the volume node all it does is put a square bounding box around the geo. many thanks in advance
  10. Hey, I am attaching a shape to my agent's hand (via agentlayer). Is there a way to disconnect the shape from the hand and make it rbd (as to drop to the floor)? Thank you!
  11. Pyro flames advection to geometry

    Hi, I'm trying to match this flame look for pyro. I have 3 major challenges: - the flames are not sticking to the geometry and travelling along it while keeping the shape (more or less) - the base colour of the flames (close to the emission point) is white at the base and I would like to get the white in the 'middle' of the flame as in the reference. - I cannot have a very specific emission source for fuel because that gets very visible and overexposed (white) while the flames are faded to lower luminance values (orange, red). Playing with the emission sources doesn't bring me close enough and it is very difficult for the flames to clump together (or go towards each other) while keeping their individual shapes (at least for 3-4 frames). Also it is impossible for me to make them crawl and warp around the burning object. It seems that i miss a attraction force that keeps them to the surface and control their shape. Playing with velocity fields makes them only going away from the object and loose the shape very easily. It seems that I'm missing something. Any advice to were to look would be very much appreciated. UPDATE. A second media file was added for better understanding of the issues. Thank you! Cheers, Cristian fireRef.mov fireRef2.mov
  12. POP Fireworks - Color from Image

    Hey guys, I have to create fireworks that turn into some specific shapes. Just like this: I have an workflow idea working with colors. It goes like this: -Simulate standard the fireworks; -Go to a specific frame where the where the starbusrt* is fully formed; -Apply the color at this specific frame; -keep that specific color assigned to individual particles through the whole simulation; (not working) does it make sense? I'm having problems to achieve this last step. what I'm doing is: -caching the simulation; -apply the colors; -add a timeshif to the "rest" frame (89 in this case); -copy the color attributes from this frame (89) to the animated simulation; I guess it happens because the particle count changes during the sim. Any idea on how to proceed? (Scene file is attached) Thank you, Alvaro *starburst is the round shape Fireworks.v1b.rar
  13. FLIP - Accurate Shape Emmiter

    Hey guys, Let's say I want to emmit a fluid from a star shapped emmiter. As soon as I hit Emit Particle Fluid, from the shelf, the shape is converted to a volume, getting fat. Is there a way to preserve the original shape? Thx, Alvaro
  14. Thread Unwinds Forming Shape?

    Hi All, I am trying to implement a concept of a spool of thread that unwinds leaving a trail that then takes on the shape of the classic "support this cause" ribbon. I have started with Matt's Pop Trails example file and replaced the scatter with an Object Merge of a single point from an external object that tracks the spools Z position. This gets me a single thread trailing the spool. What I don't know how to do, is to make the trailing thread take on the proposed shape for the concept? Is this Pop Trails example the best way to handle this or is there a better approach? Thanks ap_me_pop_trails_spool_thread.hipnc
  15. FLIP collision error

    Hello. I'm having a problem trying to make viscous FLIP fluids collide with an alembic mesh. When the geometry approaches the fluid, the fluid collides with some kind of "bounding box" instead of the object itself. I've tried different collision approaches, proxy volume, surface, ray intersect... I've also tried changing the Collision Detection method on the FLIP solver, and reducing the surface extrapolation. I can't attach example but I hope the question is self explanatory. Thanks in advance.
  16. Hi, folks! My new tutorial is arrived. It's about how to make crown splash like real flow IOWaterBlast. If you have any suggestion accroding to this tut and the techniques, please share! Thanks a lot!
  17. Morphing VDB shape and UV

    Hi everyone, I would like to know if you have any ideas how to create nice UVs between morphing shapes. Enclosed I have created two ways to do that, but with the first one, I have a strange frange between my UVs and with the second, it is a little bit blurred. Thank you for your future tips and tricks! Sylvain. PS: It's for my school short movie. fusion_uv.hipnc
  18. Hi All, I need a bit of help figuring something out. I need to fire a morph (blend shape) whenever the bones have less than 90 degrees (or another specified amount) from each other. How do I get access to the bone info and where is the rotation info I'm looking for. I've looked at the bones and I don't see any such info on the tabs. Thank You PS: Don't know if it makes a difference but I'd like to know for both IK and FK - thanks again
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