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Found 132 results

  1. Hello houdini guys, Im trying to simulate physarum polycephalum growth, but unfortunately it has some small issues. I would like to ask U on 3 main questions, if u will able to help me with any of them, it will be very helpful for me! 1. I have problem with VDB convertion as U can see on the picture, the distributed mesh (from wire extrude) is broken and VDB looks like particles. I dont know how to fix that. 2. In my file (I marked it with red network box) the small vein system of my slime mold, and I would like to connect it to the growing solver, but I dont know how. Basically I need this small veins with same growing properties like the big one have. 3. And last one is is possible to make the slime mold more "fat" on the edge? I dot hnow how to select this part of mesh? :/ ( like onreference picture) Thank U guys for any advices! Im looking forward! Bye! Physarum.hip
  2. post process volumes

    Hey I'm looking into some volume post processing, I need to be very art directable on a volume after the sim so basically what I need to do is define areas where I need to increase density for instance, or decrease it. which is the best way?
  3. Procedural rocks carved in vdb

    Hey guys, I'm trying to understand how to make procedural rocks carved in volumes using the technique exposed at Siggraph by Saber Jlassi. You can find the video here Hi approach is to use a combination of worley and aanoise in VOP. The result should look similar to this image. I joined the image of his vop network too. I didn't manage to reproduce what he is doing, been trying all day. Is there anyone here who would be up for giving it a go with me ? Any help would be very much appreciated. Chris
  4. create interactive Fog

    Hi All , I am doing some test on interactive fog which would be low ground Fog and I want to show some interaction with moving character . Any Help ..would be highly appreciated !!!!
  5. RBD Fracture Geo - Retain UVs

    Hey, so I was curious how some of you may approach this - fracturing some dirty geometry (feels nightmarish so far). Tried cleaning it up procedurally as best I could - filling lots of open holes, and vdbfracture to retain uvs. But starting to suffer some errors that I can't seem to decypher. Only thing atm in my head is do this process per connected piece and distribute fracturing based on area. But major head ache just seems working with non water tight models and fixing them crudely then getting to all these areas of trouble for simulation or fracturing, not sure if there's a better solution other than model it water tight to begin with. Here's just a segment of it. I feel I'm perhaps over complicating it in my head. Well cheers if any help max_rbd_fracturing_scenario.hiplc
  6. cloud with interaction

    hey! I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud cheers
  7. Hi everyone ! As says the title, I want to export scalar values attached to voxels (VDB) into a 3D matrix because I want to access to voxel data into another software (matlab) does someone know how to do that ? thanks ! Alex
  8. Hello everyone, I am currently a student and a young Padawan I block a lot of candle effect and I need your help ... My candle effect works well in the scene view but I have a lot of difficulties to find the same effect in Arnold on Maya despite exporting to: "convert VDB" "VDBvectorMerge" "Primitive" then my cache VDB ... So on Maya I can not seem to recover the same aspect with a arnold volume and my aistandardvolume ... Will anyone here help me? I leave you the scene to better understand ... candle.hip source_volume_cache.7z
  9. Hey guys, I have a quick question about the polygon soup meshes I'm getting out of Houdini. I'm getting mesh popping when I convert it and send to C4D for render, they look like the attached IMGs. I included my set-up in there as a rough guide but I think there's something I'm really overlooking. I'm kinda new to Houdini still and would really appreciate a kick in the right direction of how to solve this in terms of the way I'm approaching 'skinning' the particles. Thanks
  10. VDB RENDERING ARNOLD

    Hey ! So I made a particle simulation in houdini, from a base mesh then I convert the particles to VDB and then back to polygon with the the convertVDB node. I exported a frame in OBJ en opened in Maya, next to my original base mesh. I apply the same arnold volume texture to both, and I got 2 totally different looks. How is this possible ? They are both polygons ? (The one in T-pose is the original base mesh).
  11. Hello everyone, I have just started using Houdini but I'm stuck following a VDB tutorial from Entagma with my own object. Basically, I have a kind of barchart created using a custom attribute H on the primitives of a grid via a polyextrude node. I can't transform it properly into a VDB regardless of the voxel size if I use fog or distance. Yet it works if I add a custom surface attribute on the VDB. Now that I have my barchart volume, I cannot VDB combine it with other volumes. I tried specifying the group and play with all parameters but I have this error: I have linked the project to make it clearer. Thank you very much for your help. grid.hipnc
  12. Move points through the "center" of a SDF

    How can I move one particle each through the center of these SDF pipes? I think I will be able to define starting points with a volumeslicer (better ideas welcome!) but I am uncertain about moving them. volume_to_particle.hip
  13. Hello, I'm trying to figure out this thing about UVs and polygons from vdb in Houdini and so far so good except for the new and nasty UV seams that are created after the transfer is done through attribute from volume. Maybe someone can shed a light on this, it would be much appreciated. So, i created a simple scene with the pig head, converted it to vdb (from polygons) and then back to polygons. My intention is to transfer the UVs from the original head to the converted polygons from vdb, just for studying purposes. I used the attribute from volume node and it worked almost great, the UVs are transferred nicely but with nasty distorted seams. Even though the UV seams get lost in the vdb conversion, the approximation performed by the attribute from volume node is quite good but i cannot imagine a solution to solve the distortion on the seams, at least through this approach. The attached images show the comparison between the original UVs and the transferred UVs to the converted polys from vdb. Any idea about how to clean the erratic distortion on the seams? Or, is it even possible to do such thing? Thanks.
  14. Pyro to Maya

    Hey magicians, What's the best pipeline to export pyro to maya? I'm working at houdini scale and I think maya scene is x1000 so I'm worried that the smoke probably will look bad. Any tips will be really appreciated Thanks!
  15. Ground / Terrain Collapse Effect

    Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
  16. Hey folks! I was hoping to gain some understanding on how I might 'mask' out areas from the advection process. I have a recursive growth setup and want to add some objects into the scene where the growth will react to and grow around it... Im not sure the best way to go about this so im not subtracting the colision surface from the growth vdb every frame... ideally some vops setup to multiply the negative space of the collision geo with the direction of growth (velocity) so that it zeros out as it nears the surface. Im using a modified version of this setup i found on the forum. attached youll see the surface i want a collision with. http://fx-td.com/content/misc/recursive_growth_v2.hiplc Many thanks!
  17. Layering Volumes, oddly subtracting

    Anyone might know why my volume is being subtracted, as I'm layering volumes together, saved as bgeos in separate geometries. when rendered it's oddly subtracting from one another in some areas.. like negative values affected it in some way. same approach as just set dressing a bunch of different clouds. // edit The houdini renderer I believe, reads negative values. And my odd manipulations have achieved this effect.
  18. Combine clustered pyro into one domain/object to export for render in v-ray Maya? Thanks in advance.
  19. My hang glider ran away

    Always wanted to make a cloudscape. Rendered in Octane. About 48 mins on a single GTX 1080. 1600 x 2000 pixels.
  20. Hey guys, I have been having troubles with extracting transforms from an incoming alembic and apply it its vdb. My guess is, that you extract transforms using transform matrices in VOPs and apply it to the position of the vdb. But I don't know how. Can somebody help me with it please? -bf
  21. Hey, I recently played around with the network settings, among them was enabling jumbo packages. In the following tests i did, i noticed that Writing a VDB over the network was significantly slower than other formats(bgeo, begeo.sc, obj, etc.), for me on my current network writing a VDB is about 1/5 of the speed of other formats. Local write test show minimal difference, and when writing a vdb over the network it "waits for queued writes", it seems to be a network issue and not tied with the actually creating the VDB. My current solution is a post-frame script that moves the frame to the server after writing it locally and that seems to be about 3 times faster. But i was wondering if anyone could explain it or maybe have a better solution? I am defentlitely Houdini novice so i might just be completly be missing some env variable or the checkbox: MOAR SPEED!1!!one1! [ ]
  22. I learned that you can create a vdb from the camera using the vdb node, set to "From Camera". This shows you the camera frustrum as a bounding area. I want to turn this vdb into polygons. my failure to do so reveals my lack of vdb knowledge. The vdb From camera tab is set to fog volume. I gave it a name of "density" and used a vdb activate to give a value of 1,1,1. I tried to use a convertvdb node to convert to polygons, this didn't work. i'm misunderstanding something here. help would be appreciated.
  23. VDB sop

    What is the purpose of the VDB sop? The only time I have seen it used is with volume rasterize particles when creating white water. What other times would you use it? Also, what is the point of the visualization? The documentation says the node is creating empty vdb's so what is there to visualize? Also, I can't get it to actually show anything other than the bounding box showing the voxel size. thanks in advance.
  24. Hey guys, i have an alembic animated file (there's no deformation) and I have to convert this object to a vdb mesh (vdb from polygons >> convert vdb). I did it on a static frame (using timeshift) and now i'd like to copy the original animation to this new mesh. A copystamp does copy the position but not the rotation. Can you guys help me with this? Just to make things clearer (this is not the original scene, i'm kinda faking it so i can share here) this is the alembic character animated: then I made this new mesh from it: i need to transfer the position and orientation from the first one to the second one. I guess i could make it with a packed object since it have just one point Thx! RnD_copy.tansformation.v1.01.hiplc
  25. I would like out to export out a Smoke Trail simulation as a VDB sequence so I can import it in a different package. Because the smoke is clustered I can't figure out how to export it out. It only seems to export out one cluster. Setting $CLUSTER in the Rop Output path doesn't do anything. I think that variable is used if you distribute the sim on different machines. I only have 1 machine. Redshift displays there are multiple density channels and the file size of each frame get larger even though the displayed cluster is empty on further frames. I'm using the Smoke Trail shelf preset as a starting point. Eventually I'd like to simulate a long smoke trail along a moving object. Unfortunately I couldn't find any information about this. I'm using Houdini Indie. Thank you for your time.
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