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Found 7 results

  1. Hi Im creating a cliff in Houdini. I have the blockout of the big shapes, but now I want to cast some smaller rocks in between cracks and edges (concave). I'm using the Measure Curvature node to get a black/white mask of the curvature. But I don't know how I can use this colour information to c...
  2. I want to make white water from fast movig streams like water of fire hose but it`s strange go up in a straight line. how can I make it? its main water white water is made like this
  3. Hi Guys I have a problem with redshift for Houdini. I've got some triangular geo from marvelous designer. There is a simple uv shader and a bump map - no displacement. I get this tiny white edge at seemingly random places. I've tried adding normals, tried subdividing, tried playing around...
  4. Hey magicians, I'm trying to use a cached flip mesh as source for white water, but when I run the whitewater dop nothing happens, any ideas? I also tried using my flip particle cache as source but I guess this overlapping issue Any ideas? Thanks!
  5. Hey magicians, I'm getting crazy here. I have a FLIP setup wich I did a compress cache, when I jump into white water it works fine. I send the setup to my client, he run the sim for compress cache, but for white water he is getting only in the waterfall and not the river. I think it has t...
  6. Hey guys, I have a flip sim with particle div. at 0.03. Cached the compress and surface. So far all good. Now when I generate the white water, there are frames that go up to 3 gb (and its incremental), any tips for optimizing this? Some stuff I tried: - Creating a bound by object grou...
  7. Hey, It would be amazing if someone could help me with this problem. When I render my beach sim the surface looks terrible with these spots. It seems that the surface renders differently depending if the particle fluid surface is below my ground mesh or above. Look at the photos. Photo 1 you c...
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