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Found 7 results

  1. Hi everyone, I have a velocity volume working well to advect a vellum sim, by pulling the objects towards the normals of an object. However I'd like to remove all velocity values from within the object, so that once they've been pulled in and "captured", that they can then move freely within the shape of that object. The object is not being fed into the vellum sim for collisions. Is it a matter of doing something like, multiplying the velocity by the inverse of the density? I tried this but couldn't quite get it right, I'm not sure if I'm missing something. Thanks in advance for any help! VelocityRemoveInside_Test.hiplc
  2. Hello, people of OD force, I am a noob at Houdini only a year of experience with the software but I am having fun and enjoy learning it. Now I am doing a short film for university and I made a few different effects. I have accomplished the effects I wanted but the problem is I cannot seem to be able to export them, I tried, alembic, FBX and HDA but none of them works. I was planning on rendering on unreal so that's where I want import them but I can't figure it out how to do this. More info The effects I have done are two volumes sop and an rbd fracture. I believe I am doing something wrong with the fracture but the cloud man and the volumetric fog might be because they don't have any geometry but I am not sure. My option or best bet is try to work out hdas or just rebuild all the effects in unreal or Maya or even do them in compositing. This is why I need you people of the internet to help another human being out, please. I'll be leaving the hip files so you can check it out and understand the situation better : fog_effect.hip test_smoke_3.hip fracture_judgement_export.hip and the files I am using in the scenes needed files.rar All your wisdom is appreciated Thank you Juanandonly
  3. Hello all, I know how to displace a surface, using the volume vop. VDB workflow. The displacement is generated by noise within the volume VOP. What I am trying to figure out now is how to have the displacement only on certain parts of the surface, only on certain parts of a sphere, for example. I can create noise on a surface, but how would I have that noise drive the displacement? So white is full displacement, black is none, for example? Thanks! T
  4. Hi, I am trying to control the frequency of noise using a colour attribute. I have managed to do this on a grid but I cant figure out how to do the same using a volumevop. My goal is to be able to control the amount of detail/scale in specific areas of the model. Im not sure if this is the right way do to this but the example image shows that effect I'm trying to achieve. Thanks Noise control.hipnc
  5. Hi guys! I'm trying to restrict volume density by Bounding Box and Ramp. I created FitRange and Ramp nodes. When I move sphere by Y axis I can modify FitRange MIN and MAX values manually to keep density restricted. But I can't import min and max values and wire them into min and max inputs of FitRange. Is it possible to import attribute into volumevop? cloud_dencity_test_001.hip
  6. Why directly indexing into a given component of a vector field using parm type float doesn't work ? For example volume prim having a named attribute "test.x" isn't accessible with the same name of type float inside volume vop. Some insights will be helpful Thanks, -Gaurav
  7. Hi, Guys. I have just begin to learn volumevop. I bulit a vel volume form attribute N. What i want to do is modify the vel value in volumevop. But how to import the vel attribute to volumevop. I try to use Primitive Attribute, or Get Attribute, it seems not work at all. Any help will be great! Thanks! volume_vel_multiply.hip
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