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Showing results for tags 'stream'.
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This evening is the second Houdini Battle! Wednesday, June 17, 2020 6:30 PM to 8:00 PM PDT My live stream will be going through twitch: https://www.twitch.tv/peterclaes Commentators will be through discord: https://discord.gg/pDTXa43 More info here: https://www.meetup.com/Houdini-Battle/events/271213247/
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A passion project re-using footage shot a few years ago. The water is split into two sims: the first covering the sphere and the downward stream, the other filling the basin and overflowing around the sides. A total of over 7 million particles make up the fluid sim. Software used: Houdini Redshift Nuke
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Hey everyone, I recently set up a website and a stream for Houdini people or everyone else who is interested in Houdini. I am going to start streaming Houdini every day, starting today. After each stream I will upload results and depending on time a timelapse, a tutorial, a .hip(nc) file or documentation of sorts for everybody to view and examine. Where can you find all this? Website: http://shadesoforange.de/ Stream: https://www.twitch.tv/shadesoforange Who am I? I am studying Animation & Game in Darmstadt, Germany and am 23 years old. I recently finished my internship at RISE FX and am crazy about all Houdini, procedural and CG stuff. More about me here. My first stream is going to start at 15:00 CET. So if you want to hang out and have a chat, come by and say hello! See you!
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Hi odforce people! Playing with the "solver" SOP, I was able to build some sort of dissolve effect (.hip file attached): geometry is converted to VDB each frame, I'm displacing the surface and boolean-intersecting the volume: This works great but now I'd like to output not only the shrinking volume but also the "delta" volume (the boolean difference between the resulting surface and the previous frame's surface) because I want to emit particles from it. Using a second "vdbcombine" node, I'm able to compute it but if I "merge" the volumes, they'll both be fed back into the solver loop and this creates infinite numbers of primitives after just a few frames. How can I prevent this from happening? Also, how can I split the results outside the "solver"? I tried adding group nodes and modifying the "name" attribute but can't get it running. Maybe solving the first issue will solve the second one. Any help would be greatly appreciated! Thanks, Hebi
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Hey guys quick question, I need to do some operations on two particle streams\groups using point cloud using a pop vop. fist of all, can I put the pop vop after merging the two streams, or do I need to have it connected to one of the groups before the merge, and how to plugin the two in the pointcloud open? Note:I'm really new to pointcloud, but I've been using TP witch has the same method of groups and searching between the groups! Thanks, Mook
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Hi I'm currently a houdini student and my current project requires me to do water sim (rain on a pond). This involves splashes & ripples from the rain, and a small stream of water moving across the pond. My sim looks well.ok. But my render looks like pooh. So far I've: - Transferred the attributes from the particles falling to my grid (created color to visualize the transfer) - My splash is a separate system, used scatter points, had the normals point up and velocity follow the normals using point sop. Then have particles shoot out using popnet, assigned a particle fluid surface and cached it out. Then the cached 'splash' is assigned to points on the grid from the rain drops. - Ripples, using a ripple solver triggered by the raining particles...a bit unstable after 150 frames...the grid gets destroyed somehow. I even tried the file from Digital Tutors tutorial and it also does the same thing...hmmm. - I created an ambient noise on the grid using vopsop. - I have not done any fluid sim, which concerns me a little because my project is suppose to be an Environmental FX sim. At this point I have to do this in SOPS, and material noise. But my teacher is giving me the option to change it to fluid sim if I choose to. -On rendering, currently trying the DT tutorial on fluid but it's very basic, and needs so much work. I need help on: - How to render water properly, I know houdini comes with a basicFluid material. I can't seem to find an in-depth tutorial anywhere how to render water. Like reflections, specular, and refractions. - I know a little maya rendering, but can fluid and particle sim be exported to maya? Maybe FBX or obj sequence? Not sure. - Recommendation of whats the better system to use. SOPS or fluids. - How to create and render better bubbles on the water surface My reference: but imagine there's a small stream of water travelling from left to right. And more of a mid shot than a wide shot. stream of water example. Sorry for the looong message... I only have 2 weeks to do this so I am emailing whoever I can to get help. My teacher wants us to do the research. Any info will be greatly appreciated. Cheers. sorry my hip file is about 50mb so i can't upload it. If you have another link then maybe i can send it there.
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