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Found 212 results

  1. Karma volume visibility ?

    How can I disable the volume visibility in karma?
  2. Hi guys, In a 2D shape, I need to retrieve the distance of every point to its boundaries, so I tried to use (a 2D) SDF, but it doesn't works properly. How can I fix it? Thanks for helping. Distance To Boundries.hip
  3. it says in the docs: "Scatter channel to read from the volume object. This acts as a multiplier on the scatter color, to texture the color of the volume." https://docs.arnoldrenderer.com/display/A5AFMUG/Standard+Volume What multiplication is that? 1 (colour white) * density? There is a big mess in the bottom of the cloud so I'd like to know what is the formula used? what's multiplied by what? If my volume is 9 times denser and the colour is 1 (white), does it mean the denser the brighter? I've included comparison (top: empty channel, bottom: channel is density)
  4. Hey guys, just a simple question. when should I use VDB and when should I use standard volume? I noticed that in older versions of Houdini, the VDB doesn't seem to be able to be used in dynamics simulations.
  5. Title is a bit misleading.. I realise Pyro volume simulations don't really have a birth and death point, but what I'm hoping to achieve is to be able to colour or alter the transparency of my fire closer to the base or emission point of the fire. Currently my fire is looking really nice, apart from the base of the fire where it first emits from. I'd like to make this area more transparent. I'm using the Redshift volume shader, but unfortunately cannot post a .hip file due to work non disclosure stuff. I can create a simplified version of the scene if need be.
  6. Good day Anybody have experience with how to instance volume with time offset ? Retime instance LOP unfortunately doesn't work properly
  7. Hi, what would be the best approach to create this type of simulation (machine gun smoke simulation)? Any Ideas, scene file strategies would be very helpful! Video file: M1A1 Abrams Firing From Hull-Down Positions_1.mp4 Here 's a gif preview -
  8. Hello, I've encountered an issue while rendering pyro sim splitted into multiple domains. The best example is the shelf tool's Smoke Trail Effect. I've added additional velocity field to this and several micro solvers. smokeTrail_02.mp4 Is this a render glitch? or a pyro issue? smokeTrail_02_RNDR_VRAY_Issue.mp4 Renderer: v-ray To check that out I cached out an VDB and imported into blender... Which was quite interesting as the vdb cache which was exported was only containing the first part of the domain (splitted domain) The Screenshot of vdb is of the default smoke trail Shelf tool with no customization. I did this to check if the custom setup I was using was having some issue. Anyone with any idea fixing either of the issue (Vray Rendering or VDB Caching), Please help me out.
  9. Hi, I am trying to render a volume which has been rasterized from a bunch of points and that volume is in constant motion. The camera pans fast from left to right tracking the moving volume. I have a test camera that's static and if I take a test render through that static camera, the motion blur looks proper. But when I render though my shot's animated camera, the motion blur is messed up. The volume looks like a blurry blob of mess with no definite shape to it. I tried asking people that I know personally. Everyone suggested to reduce shutter time in camera or completely make it 0. But that's completely removing motion blur. Is there a way to make mantra pick only the velocity blur and not camera blur?
  10. Python volume from string

    I am trying to use the setAllVoxelsFromString() command but its not working. Can someone provide an example? what does the string need to look like? i want to fill a vector volume with values i have from a fga file. First 9 values are for volume size and bounds. The rest is the values import hou node = hou.pwd() geo = node.geometry() file = node.parm('file').eval() with open(file, 'r') as f: data = f.read().split(',') volumesize = (data[0],data[1],data[2]) bboxmin = (data[3],data[4],data[5]) bboxmax = (data[6],data[7],data[8]) data = data[9:] datastr = ' '.join([str(elem) for elem in data]) volume = geo.prims()[0] volume.setAllVoxelsFromString(datastr) Vel_field_0000.fga fga_importer.hip
  11. Hi guys, I have an issue with visible banding artifacts both in a pyro sim and in a volume generated from polygons with iso offset. The artifacts appear as soon as I crank up the density. The source geo for the static volume is the same as the collider geo for the pyro sim, everything is at the same (high) voxel resolution and from the same highres poygon base geo. Does anybody here know this issue?
  12. I have a dataset that contains animated volumetric smoke density. The dataset is stored as NPZ files (numpy array save file). How can I load the density of a saved smoke simulation as an animated volume to render it ? For context about the float data in the volumes. This is what simulation number 70 snapshot 150 looks like in matplotlib with a viridis color map, but the data in each voxel are simple float64 values. The other snapshops and simulations look similar. This is how you load a single npz file, if you want to try it with the dataset. It just generates a generic numpy float array. So you could just make a tiny numpy array filled with random data yourself for the purpose of testing like this np.random.rand(3,3,3). import numpy as np def npz_to_nparray(filepath): """ loads npz file from location :param filepath: string to file location :return: numpy array """ data = np.load(filepath) data = data[data.files[0]] # normal strange operations to get the the actual array inside data = np.transpose(data, (3, 1, 0, 2)) # turning the inner array layer outside and rightside up return data[0] I have tried: -I can load the npz files in python and in Houdini's python shell as a numpy array. I dont know how to put the data into a Houdini volume or which file format Houdini needs to import it. -I tried to translate the npz files to vdb with the pyopenvdb libary for python. But after multiple days of trying I am unable to import pyopenvdb. I build pyopenvdb library on windows with vcpkg and cmake, but I cannot import the build package. I setup an ubuntu VM and tried importing pyopenvdb there, but I can not import it. tl;dr: How to import animated smoke voxel data that is currently stored as a 4D python array?
  13. At 13:52, this video briefly glosses over using simple geometry to add temperature to a specific area of an explosion: This is pretty much exactly what I want to achieve. The setup looks simple enough, except for an attribute wrangle where he doesn't show what's happening. Does anyone have any idea how he might be doing this? (Any other methods are welcome too!)
  14. Ripple solver to transfer velocity information

    Hello! I am building a flocking sim, and I am trying to get the turn information to propagate across the flock like a wave. I am using particles as "birds", so each particle represents a bird. I am trying to figure out how to use a ripple solver that uses a volume to broadcast the velocity information of each particle at each time step out to the rest of the flock, so that the turn information moves through the flock in a wave-like fashion. LMK if that makes sense and if you have any suggestions! Right now I just don't know how to read the velocity information of a particle into the ripple solver, and then ripple that information out to the other particles. Thanks!
  15. Hi all, I generated a mesh, which I converted in volume, then used a box with vdb combine to limit my volume to that box. Problem is near the bounds, the density is fading away. Is there a way to avoid this and keep true density? Thank you, mrblimack
  16. Masking Volume Noise?

    hey folks. I've been following this amazing tutorial by Tim J but wanted to learn how to add attribute paint or another noise to use as a mask so only certain areas are effected by the volumetric noise I'm quite new to Houdini and have no idea! thanks in advance.
  17. Hi guys. In a smoke simulation, I want to use a thin deforming geometry (a sheet) as the collision object, but instead of creating a Volume, I want to use "Point Velocity For Collisions". Is it possible? Thanks for helping. Smoke_CollisionPoints.hip
  18. Houdini.School Velocity Forces

    I am happy to announce that https://www.houdini.school has launched and you can get 15% off now through July 27th, 2021. I'll be joining a host of talented Houdini teachers, like: Debra Isaac Kate Xagoraris Beck Selmes Christopher Rutledge Justin Dykhouse Jeffy Mathew Philip Nicholas Ralabate You can learn more about my Velocity Forces class here: https://bit.ly/houdinivelocityforces Teaser video for my Velocity Forces live class: https://vimeo.com/577928177
  19. Gas Disturbance

    Hello, Following a tutorial about dynamic cloud simulation i get weird result applying Gas Disturbance operator since in houdini 18.5 have different parameter and totally different behaviour that what showed in the course (recorded in H17.5.258 ), any hint on how to set it so it behave like older version? In specific: Binding have not "Disturb field is vector field" option "Cutoff" parm in Disturb setting mode "Block based" have now a lot of new parameter realted to noise that doesn't exist in older version Control setting doesn't have "Control influence " parm Thnks!!
  20. Hi everyone! I'm struggling to get rid of those sharp voxels in the sim. I have a pyro solver, and I have tried increasing a lot the res in the Volume Object, Volume Rasterize Attrib, Points from Volume, increasing substeps, also the collider has a very decent mesh and it's also subdivided. I also tried using the collision object as a proxy vdb, and also using it as a collision volume inside the pyro solver. It's been very frustrating. I also found other posts with the same question, but still without any luck after all I have tried. I know the collision object may be causing all of this voxelization, but I keep on increasing the res, and I'm still getting the same results. Any help on this will be much appreciated! Thanks untitled6.mp4
  21. Hi everyone. I have a very basic setup and a problem that can't solve. I cant transfer "density" attribute from volume to particles using POP ATTRIBUTE FROM VOLUME. But I can't transfer color, though it should work in a same way as density attribute transfer. I include here printscreeens so you can see easily. I create te volume, assign color with color SOP. Refer to this color sop within POP ATTRIBUTE FROM VOLUME, refer to Cd as a name of a volume and.... nothink works(. Thank you in a advance.
  22. Volume Advection

    Hey everyone, I'm advecting this density field with the velocity field using a for loop, and if I crank up the iteration the density starts to clip. Do you have any idea how to prevent that? volume_advection_clipping.hiplc
  23. Hey all I have some low-ish resolution VDB dust clouds created in C4D with the TurbulenceFD plugin. These contain velocity channels. So far, I'm just not satisfied with the overall detail. What I've done to try and increase detail is convert the VDBs to Volumes, Volume Resample them, then use Volume Velocity to add some curl noise. It's looks OK, but by no means what you would call a true Up-res, that uses existing velocity channels to increase detail in turbulent areas... So that's the question really. How do I take a pre-calculated VDB (not dynamic at all) and give it a high-res makeover? Any pointers would be appreciated. Please be aware that the overall motion has been signed off, so all that I should be changing at this point is detail. I would just do the Up-res in TurbulenceFD, but it's buggy as hell and wont work. Every day I get closer to ditching C4D entirely. Thanks!
  24. Hi, im trying to render a simple pyro explosion with Vray. My steps are pretty simple for now: I added a pyro sim from the shelf tools to my scene gave the sim a material that has the Volume Grid shader https://imgur.com/a/rdjdjtY This is what i end up with. Inside the Volume Grid under Fields i enable Fire, and use the flame attribute, but nothing changes. I have full controll over the Smoke parameters in the Smoke tab, but nothing changes when adjusting parameters in the Fire Tab. Here are my Volume Grid Settings: https://imgur.com/a/kBtFDZm Im sure im just forgetting a step or something. I would appreciate any help. Thanks! pyro_vray_test.hiplc
  25. Hey there, After spending a fair amount of time on SOP and VEX, I'm now learning basic volumes handling. I found a behavior I don't really understand and can't find any ressources on the subject. I created a simple setup to change the density of a scalar volume with the distance to a point. Everything works as expected, but when I move the point to a bound of the volume, the density from on side seems to be "reflected" on the other side of this volume. Looking at the screenshot, we should only get yellow values on the left (where the point is), the right side should be blue. Seems to me there are three possibilities here: - My volume wrangle might be wrong, - There is something I didn't understand about volumes, - There is something wrong with the way I setuped the volume visualization. Can someone explain what I didn't get right? Thanks strange_density.hip