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Showing results for tags 'voxels'.
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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
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Hi Superior brains, as I approach modelling methodologies, I've turn my attention towards VDB's In the below example I've used a grid (but this would be an arbitrary shape Convex/concave "2Shape") with a noise pattern to create heights for a later extrude; I then convert to VDB to "cleanup the geo" My question: is it possible to directly manipulate the VDB via VEX to do something similar without having to go through the conversion process (poly to VDB) One reason behind this is the shape I wish to extrude can be fairly complex and dense thus making the conversion process slow, so perhaps adding voxels or extruding/expanding/manipulating voxels is possible in some way? ( VDB Wrangle?), feels like this is not possible but never hurts to ask... unless its physical...;)
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Hi everyone, did a pyro sim along with a collision object. When I up the density from 1 to 4 in the pyro shader, the voxels are getting visible (attached an image to the post showing the issue). Is there any way to prevent that or soften the voxels on the outside in a post process or something? Cheers, Christian
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I was following along nicely to this tutorial until the end where he uses a voxelmesh sop. My Houdini version (18.0.416/education) doesn't know what this node is. I also couldn't find it searching this forum. Any ideas? thanks
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Hi, I was messing around with 3D grids of boxes in the past, as well as low res volumes/vdb but I never figured out how to generate "boxy" volumes, or box grids with interior faces removed, making a compound shape with no interor geometry. Is this generally difficult to achieve? I think my main problem is terminology and difficulty to accurately search for help on the topic. So any help will be appreciated as I try to dive back in! My last attempt was making basic cellular automata with cubes, it gets very heavy if you output a high res grid with all the interior box faces, which you never see anyway. Thanks, Nik
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Hi Does anyone know a fast way to transform large arrays of points into simple voxel meshes (with no overlapping faces inside)? Unfortunately, VDB won't work. Is there any existing vex script by any chance?
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Hi all, I'm trying to write some vex in a volume wrangle but I'm really struggling atm, not sure if the problem is the syntax or my inexperience with voxels. I have a volume which I set up with random densities and then, in the next step, the density of a voxel should be affected by the surrounding voxels. I've done the first step but can't figure out how to access the "closest neighbour voxels". I guess they have some sort of index but can't figure out which voxel has which index or if I should access them by their position. Tried to use the function volumeindex() to find index and volumesample() to take a sample from a position but both only returns 0 so I'm obviously doing something wrong. I wrote it like this: vector pos = {2, 2, 2}; float temp = volumeindex(0, "@A", pos); printf("%f\n", temp); @A += temp; It doesn't seem to matter what position I use for the vector pos, the functions always return 0 either way. So if someone knows anything about this it would be great volumeRandom.hipnc
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Please, I just need a couple of pointers I've been trying to set-up a pyro simulation, have some smoke rise up and collide with an rbdobject. I've uploaded my hip file and written all my questions and problem explanations in there. Plus I think that it's much easier to understand if you have my hip file instead of me trying to explain it here in text form. Please take a look at it. The gist of it is : The smoke has a temperature field. And I've wanted to lower the temperature field of the smoke that comes in contact with the geometry so I've come up with the idea to give the geometry it's own temperature field and tick the temperature merge option on the pyro solver. In order to create the geometries temperature field I plan to make a volume mask to mask out the smoke's temperature field so that i'm only working with the voxels that make up the geometry and then lower their values, the result will then be the geometries temperature field. I've listed all the problems and explanations inside the hip file please take a look Any suggestion is greatly appreciated Thank you Houdini_DOPs_pls_help.rar
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Hello! I'm doing some R&D and am hoping to convert my polygon mesh to a vdb to be referenced elsewhere in my project. When I preview the vdb, however, it is scaled much larger than I expected and I'm not really sure what to make of it. Any help would be appreciated! I've attached screenshots, the first is the geometry, and the second is the resulting voxels.