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Found 154 results

  1. Hello I am trying to mix/combine the density and colour of two different VDBs into one VDB in Houdini (image 1, file attached). For the most part, this is working as desired but there are two main issues: 1. Pink fuzzy edges around the blue VDB - How do I get nice clean edges where the blue VDB smoothly fades out to transparent? (image 2) 2. Blue VDB does not go all the way to the border of the pink VDB - How do I make sure both VDBs finish on the same outside border? (image 3) I have tried adjusting the voxel size, changing the set up of the VDBs (ie. the exterior/interior band voxels, fill interior) but I can't seem to get it working the way I want. Can anyone please help me? I have only been learning Houdini for just over a month so example files would be helpful. Thank you! Mix VDBs.hip
  2. Hello guys! Can I ask U question, Im very new in houdini. Can u help me please? Im trying to render short video of volume (smoke) in matra, but I really do not know how to set the mantra settings, because one frame is mantra creating for 43 minutes, which is rediculously long time for 250 frames. can U help me, with settings? I already increased the Volume step size, but thats all what I did, (I read somewhere its helpfull) is there any other way, how to make render time (per frame) shorter? Thanks a lot for any advices! Im looking forward to your re´s! By! advice.hip
  3. Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://trello.com/b/f8Pgip7s/lynxpipeline So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  4. Hi; How could I apply velocity force to an ocean fluid, using an animated geometry? (I think I should use volume, but I don't know how). Thanks. OceanApplyForce_01.hip
  5. Hello, I am curious if it is possible to illuminate a volume with the light emitted from the emissive channel of a redshift material. I can't seem to find anything regarding "volume contribution" within the materials and there doesn't seem to be much documentation on the subject. For example, embers emitted from a flame should illuminate the rising smoke. Thanks! ian
  6. Hello to all people :)! I’m trying to do a few days, a whitewater that surrounds my boats, creating the tip of a wave at the front of the boat, a little like this example ... https://forums.odforce.net/topic/28940-flat-tank/?tab=comments#comment-164200 or that one (Really a defined shape of the whitewater fallowing the boat from the front to the back.The problem, here ... I can not see why the whitewater does not seem to be done and do not keep the shape of the same smaller boats ...) I would also like to know ... how to bake my simulations in order to have an ocean that included my simulations of my boats, with also my whitewater :)? Thank you in advance for your help :)!! (P.S, here is my scene) Boat_Breack_waves_V010.hip
  7. Hi, A simple question but I can't seem to get the answer. I need to convert a sphere primitive to a volume, when I do this with a VDBfromPoly instead of the VDB showing up as a perfect sphere I get this low res sphere similar to what you would get with a low frequency poly sphere (see screenshot) Is there something to tweak to get a perfect sphere, or is there a better way to to convert from a primitive straight to a volume? P.S. The reason I need to do this is because Im copying a few hundred thousand spheres to points and if I try to do this with poly spheres houdini crashes always.. only way I seem to be able to do it is by keeping the original sphere a primitive. Thanks!
  8. Hello, Here is short video showing how volumes can be used to shade and texture semi-translucent organic things. Volumes For Organic Assets This approach allows to achieve close-up realistic organic look for semi-transclucent assets where SSS or colored refraction is not enough. An object with UV's is converted to signed distance volume with UVW grid. Then volume is used to set density and perform uv lookup in rendering. This way density can be adjusted by depth. I.e. not so dense near the surface and very dense at the core. Or not very dense, then dense patch like island of fat, then not dense again. UVW grid is used to texture volume. Different textures can be used at different depth. This approach allows very flexible yet powerful way to place any texture at given depth. Texture X at depth Y. I.e. big veins are 5mm under the surface. This approach is best for close up organic hero renders where SSS or refraction are not looking good enough. Attaching example file volumetric_textures_example.hip
  9. Digital asset download at Orbolt! Enjoy https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging
  10. Hello ! In order to setup my different Disturbances and Turbulences inside of a smoke simulation, I'd like to know what range of velocity I'm dealing with. How would you guys do that ? If you have the proper method to do that just ignore what's under. The sim is already cached (density, vel, rest, rest2). What I'm doing for now : When looking at the node info there is vel.x, vel.y and vel.z. I don't understand why but I've read that these are scalar values and has to do with how Houdini works so why not. I don't know how to inspect this volume further than that since it's a volume the Geometry Spreadsheet doesn't display anything. And when I apply a VolumeSlice I get 10 different vel attributes per point. vel[4] matches vel[7], vel[5] matches vel[8] and vel[6] matches vel[9]. But not the rest of the values. This is very confusing to me.
  11. advect by volumes node limitation

    Hi, I am trying to understand advectByVolumes node. Basically I create custom vel field and animate density by advection. When increasing timestep, density moves more, but there looks a certain distance limitation, and density does not move further anymore. I wonder what's a logic and a solution for that, instead of using sop-solver, in order to continue to proceed density animation. advectTest.hip
  12. 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?
  13. Starcraft Growth Project

    Hey there! Trying to be more active. Here's a WIP of a project I did for Peter Claes's Houdini class. Such a cool technique to play around with. Struggled a ton, and have lot of extra RnD elements that got gutted haha. But I learned a lot. Have to Re-Render, have some slime / rivulets for the eggs in the next render, which I have been struggling with. Initially was flip but switched to something simpler and less heavy.. Had issues transferring V for motion blur due to changing pt numbers but I'm sure someone probably could figure it out! Wanted to add one of the eggs exploding. but stretched thin on time. Will do another rnd for it. Will re-render without motion blur I think. Someone had idea of adding veins, like a neural network that activate and reveal. but I failed at that for texturing lol. I think I could brute force it with geometry to replicate it but that just seems wrong. Also I keep running into Lights inside Volumes on my projects.. makes clearing up noise pretty miserable! Will return to this project after school and expand on it.
  14. Frozen Volume using Upres node

    Came across this effect by accident...just tweaking the Upres node. Am wondering how you masters would go about doing this? Cheers!
  15. Hi, I just want to do it for experimentation. What's the best way to break up the edges of a pyro sim post sim with or without rest fields, and avoid swimming noise? If I have dual rest fields, do you combine them using a Mix node where the connections are rest, rest2 fields and rest2_ratio as the bias? Because there is also rest_ratio attribute. After this, do you displace the density volume using velocity field, gradient of the density or gradient of the SDF converted from density? Also negate the direction? I read here some people advising to use gradient or velocity to the position of the noise for example. Lastly which noise is more suitable for this task? Thanks a lot
  16. Hey! I'm looking into rendering some clouds with arnold, but as far as I understood I can only render cached vdb files, problem is this workflow looks very slow as I have to go back and forth between volume shaping and rendering, and if I have to write out vdbs each time I change something I'm not sure this will be ideal for me! cheers!
  17. Hello, I have a problem with a FLIP fluid scene. I fill a sphere and move it down and upwards. After this movement, I have the same amount of particles but not the same volume… By the way, are there any good practice collections for flip fluid? I'm still struggling with it. flip.hiplc
  18. 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).
  19. Heightfield Isolines?

    I'm meddling with Heightfields and one thing that seems to be missing int the workflow and amazed me in 3DSMax Forest plugin is the convert masks to curves. Is there a way to create isolines in Houdini from either @height or @mask? I'm looking into creating road/river/track networks into terrain so if there's any good reference to follow let me know, thanks. For now I'm just generating them irrespective of the heightfield.
  20. how can i do the detail up of smoke?

    hi guys i want to my smoke sim detail up. my data is too close so i want to use noise in second-half work. for example, in Shader or Volume Vop noise. i used do noise in Billowy Smoke but do not recognize rest field.( I have rest field) it looks like world noise. and i found this docaument while i was looking for it. (https://fxnomemo.blogspot.com/2015/07/volume-displacement.html) but i'm not sure how to use it in SOP(Cloud Noise, or Volume Vop) Can someone tell me?
  21. I have a dynamic volume that I want to render with redshift. It is not a pyro sim but when rendering the density changes as a function of time, so by about frame 100 it has dissapeared. I want it to stay the same. I cant find an attribute in the redshift volume shader related to time. Can anybody help me? I basically want the render to be the same on frame 1 as it is on frame 500. The volume is generated via a point cloud that is rasterized. THanks!
  22. Hi guys, I'm in trouble with the new Volume Source node. I can't import a simple VDB from SOP to DOP as a collision object, let me explain better. There is a Pig Head converted in VDB by Distance, it has got two attributes: surface and v. After creating a simple DOP Network, I've tried to import the VDB object by the new node Volume Source. I set the correct path, changed the source volume initialization from smoke to collision, changed the source volume paramter, turning its name from collision to surface (to import the attribute I got in the SOP pig head), but nothing appear in the scene view, it doesn't import nothing. I also tried to modify the field to match, setting surface as field to create, nothing happens again. I'm trying to solve it for a couple of hours but I'm still stuck. Can someone help this stupid beginner? Thank you in advance.
  23. Hi magicians, I was trying to create render passes for the fire, I want my temperature and fuel to be render as different render passes, I tried to use temperature and fuel as float in extra render images, but the problem is that, I am not been able to get it properly. what is the way to get render passes for temperature, fuel and heat in extra image details ? I would also like to know the way to render normal passes and any other passes which can be rendered out from volume, like opacity pass or something helpful in compositing. I get the fire mask from the shader but it is not that useful. Thank you.
  24. 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.
  25. How is it possible to convert a single volume, to 3 volumes (velocity) I have shaped form that I am converting to a volume. I then need to convert that volume to vel.x vel.y and vel.z, to create a velocity field of. it is not optimal to just create a bound and then convert it via a "Volume" node, because I need to keep the original shape.
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