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Found 7 results

  1. POP Sourcing into specific DOP object

    Hello, I have two different DOP Objects (RBD Packed) and I want to source Geometry into just one of the objects, not both. I am using the popsource node which by default sources to both of my objects. (Using just one object is not an option for now) Any tips? Thanks!
  2. Avoid FLIP sourcing

    Hi there, just a little question which is hopefully easy to answer. So I got the scenario where My ocean waves are quite high which means the ocean tank would source above the ships geometry. So pretty much avoidable when using the geo/mask input of the tank. Unfortunately the result isn't quite perfect. The wavetank hows a clean result but in simming stage the sourcing again occurs on the deck of the ship. I have to adjust the collision geo of the ship as well to go beyond the sourcing layer. But in this case no fluid can enter the deck. Not the compromise I`m looking for. Ay tipp? Thanks!
  3. Modifying Temperature before FluidSource

    This could be a really simple question, forgive me. I was curious how you would go about modifying per particle attributes (specifically temperature) when converted to a volume. For example I have a fluid particle sim and I want to use that in dops for a smoke solver.. and modify perhaps the temperature based on their respective ages. so far I've just randomized them dying based on age. which feels binary. so I wasn't sure if I could do something more in sops or if this would be a global dops animated kind of thing. Something a little more interesting and controllable is modifying the pscale for the particles. when going into a fluid source or a vdbfromparticles. I was hoping perhaps there's a similar scenario in which I could pre multiply temperature in the same way pscale is being done. Is there any guidance perhaps down that avenue? Uploaded a simple file if that makes my incoherence any more understandable. Cheers. Example_File.hiplc
  4. Hi everyone! Let's say that I have some smoke shooting in one direction. I would like to have the orientation of the simulation container aligned to that direction to try reducing the number of unused voxels. To do that, I'm using a Point Position DOP and all is fine until I try to source my volumes. In the SOP context, the velocity definitely goes into the direction that I want but, when imported into DOP, it looks like it's being interpretend as being in a space local to the one defined by the Point Position DOP. In other words, it doesn't go anymore in the direction that I'd like to. I fixed that by doing an inverse rotation on the source volumes before they're being imported in DOP but it looks a bit hacky. Is there a better way? See attached scene. Cheers! reorient-simulation-container.hiplc
  5. Marcel Christ Color Burst RnD

    Hey guys, So I saw this series of photographs by an artist called Marcel Christ and wanted to produce a similar effect. Here is a reference image: I have been trying for the past few nights and wasn't able to get anywhere close to this look. There is a lot of detail once the smoke leaves the source and I wasn't able to replicate that. Is it a matter of having a lot higher resolution? Here is a render of what I have now: Current file: 0018_od.hip Also there is a test on Vimeo by Jeong Yeon Son that looks great: I don't get how to produce so much density from these seemingly small sources (the density seems to increase after it left the source..) I'm going to continue working on this and try different things, if anyone can take a look at my current file or has an idea I would love to hear it! Cheers H H X
  6. FLIP sourcing from VDB

    Hello, I'd like to ask what is wrong with sourcing initial velocity from VDB field.. Attached I have a scene, which is working fine with sourcing from fluid source node, but is not working with the same field created as VDB fields. To see the VDB version, switch the switcher in the AutoDopNetwork from 0 to 1. Thanks for any idea why it's not working.. init_vel_from_VDB_V01.hipnc
  7. Hey everyone! So I've been working on this tornado sim for quite some time. I have the particles doing what I want them to, but adding the smoke sim has given me a ton of trouble. I've gotten the particles to emit the smoke, but I can't get the smoke to follow the particle path, it just creates a ton and becomes a horizontal effect as opposed to a vertical tornado 0_o. What I think it comes down to is, how do drive the smoke with the velocity and direction of the particles to keep it from sprawling out all over the place and staying contained in the walls of the tornado? If anyone could take a look at my scene and help me out I would greatly appreciate it:) Brandon Tornado_WIP_V4.hip
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