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Work in Progress » The Vessel - working title for a work in progress
- rove
- 22 posts
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Next version of "The Vessel". I added improvements to the room geometry, added some atmospshere to the room and used different lighting.
Work in Progress » The Vessel - working title for a work in progress
- rove
- 22 posts
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This artwork, which for now has the working title "The Vessel", originated from a combination of ideas. I want to look how decent of an endresult I can get without using any post-compositing, Trying to commit myself to solely use Houdini. Rendered in Mantra. Yes, I have no deadlines! Isn't that great or what!
This particular render was done last week.
This particular render was done last week.
Edited by rove - May 6, 2022 09:32:46
Houdini Indie and Apprentice » volumetric noise falloff not acting they way I want
- rove
- 22 posts
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Konstantin Magnus
Try the min function instead:f@density = min(z, n);
I'll give it a try!
Houdini Indie and Apprentice » volumetric noise falloff not acting they way I want
- rove
- 22 posts
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tamte
you are trying to multiply with noised values, even if you add your ramp to the noise, its still gonna vary using the noise values
like 0.1 + 1 = 1.1
0.5 + 1 = 1.5
...
so instead you can blend the noise and density using your ramp, which will make sure that where the ramp is 1 you get clean input density and where its 0 you'll get full noise values:f@density = lerp(basicNoise, f@density, zDensity);
Thanks for the clarification! This makes me feel like I should have just paid more attention during math classes way back at school. It's never too late though ;-).
Houdini Indie and Apprentice » volumetric noise falloff not acting they way I want
- rove
- 22 posts
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I'm currently experimenting with volumetrics and falloff. In this specific example I made a simple falloff on the Z-axis and added basic noise. Whatever solution I come up with, I can't actually get what I want. I want to basically have no noise affecting the density when density is 1 (or higher). Is there a way to get this right?
Edited by rove - Oct. 2, 2021 06:45:35
Work in Progress » balancing rocks
- rove
- 22 posts
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I got inspired by an image I saw on the Internet on balancing rocks. I tried to keep it clean and simple. No post-proccesing. I'm having a hard time letting the horizon flow over into the sky.
Work in Progress » hero cloud study
- rove
- 22 posts
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Kate Xagoraris
Nice work! The form of the cloud looks great!What type of lighting do you have in your scene?
I used a regular Sky Light with a custom color map for the Sky Environment Map.
Work in Progress » hero cloud study
- rove
- 22 posts
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SiRpRoHxO
…What Div size are you using for this hero Cloud?
I used a division size of 300 and I used the basic Volume Shader Core to shade the cloud. In the end, it comes down to what look you're going for.
Work in Progress » hero cloud study
- rove
- 22 posts
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Hi all,
My focus was on getting a decent, photo-realistic hero cloud render. Rendered using Mantra PBR with all default render settings. I'm pleased with the result so far!
My focus was on getting a decent, photo-realistic hero cloud render. Rendered using Mantra PBR with all default render settings. I'm pleased with the result so far!
Edited by rove - June 12, 2019 08:58:03
Houdini Indie and Apprentice » Copy SOP/VEX experimenting - Scaling not working like I was expecting
- rove
- 22 posts
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Houdini Indie and Apprentice » Copy SOP/VEX experimenting - Scaling not working like I was expecting
- rove
- 22 posts
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Hi,
Let me first say that I am somewhat technically challenged. I've been watching videos and reading up on VEX to at least get a basic understanding of VEX. To me Vex is about as mysterious as the force is for a Padawan.
Today I was experimenting with Copy SOPs and some very basic VEX. I decided I wanted to change the size of the copied geometry (a polygonal circle) along a line and then skin the geometry. Then I decided to ramp the size of the circle along the line.
It all went well up until I noticed that when I changed ramp parameters, the end point scaled up and down. At the start point (point 0) the circle behaved like I wanted it to (not change size but stay at the default size I gave it). At the end point however the circle size kept varying.
How can I get the end point scaling to behave like the start point scaling? The attached Hip file might make things more clear.
Greetz, Rob.
Let me first say that I am somewhat technically challenged. I've been watching videos and reading up on VEX to at least get a basic understanding of VEX. To me Vex is about as mysterious as the force is for a Padawan.
Today I was experimenting with Copy SOPs and some very basic VEX. I decided I wanted to change the size of the copied geometry (a polygonal circle) along a line and then skin the geometry. Then I decided to ramp the size of the circle along the line.
It all went well up until I noticed that when I changed ramp parameters, the end point scaled up and down. At the start point (point 0) the circle behaved like I wanted it to (not change size but stay at the default size I gave it). At the end point however the circle size kept varying.
How can I get the end point scaling to behave like the start point scaling? The attached Hip file might make things more clear.
Greetz, Rob.
Houdini Indie and Apprentice » How to make a fluid pour less jaggy?
- rove
- 22 posts
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Having only a video to look at it is difficult, if not impossible, to determine what's going on in your simulation so I'm gonna have to give you a simple solution/answer:
upres your sim!
You most likely need to play around with the amount of particles (add more) and lower the voxel size.
upres your sim!
You most likely need to play around with the amount of particles (add more) and lower the voxel size.
Houdini Indie and Apprentice » Houdini 17: Visualize Voronoi Fracture
- rove
- 22 posts
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Hi all,
As soon as I assemble a Voronoi fractured object into packed geometry the wire shading disappears. Both in Flat Wire Shaded as well as in Smooth Wire Shaded I just see a shaded object without a wireframe? When I set the visualisation to either Wireframe of Wireframe Ghost eveything looks fine though.
On top of that, I can't get the Voronoi fractures to be colorized separate anymore (the ‘Visualize Pieces’ option has been removed).
I can't get it to work in the new visualize geometry node.
What am I missing here?
As soon as I assemble a Voronoi fractured object into packed geometry the wire shading disappears. Both in Flat Wire Shaded as well as in Smooth Wire Shaded I just see a shaded object without a wireframe? When I set the visualisation to either Wireframe of Wireframe Ghost eveything looks fine though.
On top of that, I can't get the Voronoi fractures to be colorized separate anymore (the ‘Visualize Pieces’ option has been removed).
I can't get it to work in the new visualize geometry node.
What am I missing here?
Work in Progress » Principled Material Studies: Snow
- rove
- 22 posts
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Aslak K-S
WoW, this looks great! Nice displacement.
How did you go about creating the specs/flakes?
I used a turbulent noise with high frequency on the specular roughness channel combined with an additional high frequency turbulent noise on the displacement.
Work in Progress » Principled Material Studies: Snow
- rove
- 22 posts
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Hi all,
So yesterday I decided to do some experimenting with the Principled Shader. I decided to give myself 60 minutes to come up with a plausible snow shader. The 60 minutes included looking at reference materials and including a final test render. Here's what I ended up with. There's lots of room for improving the shader but as said, I tried to stick to the aforementioned rule of 60 minutes. It actually surprised me how quick I got a simple snow material slapped together which gave me a bit more room to tinker with it.
I always enjoy and appreciate any feedback from the Houdini community. Feel free to comment! Should you have any questions regarding this shader study, or anything else, let me know!
So yesterday I decided to do some experimenting with the Principled Shader. I decided to give myself 60 minutes to come up with a plausible snow shader. The 60 minutes included looking at reference materials and including a final test render. Here's what I ended up with. There's lots of room for improving the shader but as said, I tried to stick to the aforementioned rule of 60 minutes. It actually surprised me how quick I got a simple snow material slapped together which gave me a bit more room to tinker with it.
I always enjoy and appreciate any feedback from the Houdini community. Feel free to comment! Should you have any questions regarding this shader study, or anything else, let me know!
Edited by rove - Oct. 24, 2018 11:33:46
Houdini Indie and Apprentice » General learning advise -Pyro
- rove
- 22 posts
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aRtye
Just do the Applied Houdini tutorials - most of the advice here seems straight lifted from it.
http://www.appliedhoudini.com/#/volumes-complete/ [www.appliedhoudini.com]
aRyte, it seems like you are a tiny bit prejudiced. Stephen Knipling's tuts show a completely different pyro effect. But I do agree, check out any and all tutorials from Stephen. In fact, watch any tutorials you can find on the subject.
Technical Discussion » Trying to understand VEX noise functions on the most basic level
- rove
- 22 posts
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Thanks for the all replies and the hip file! That pig hip file sparked an idea :-). Thnx again!
Houdini Indie and Apprentice » General learning advise -Pyro
- rove
- 22 posts
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After watching that Youtube video I used your hip file and changed several things to my liking. All nodes I added I colored red. I added my own dopnet because I just like to start from scratch. You would be amazed as to how simple it is to get a very basic “pan on fire” simulation up and running. Check out the attached hip file.
My take on basic pyro look development:
Work on the overall look of the fire. I usually start on the combustion tab, then move on to the simulation tab to tweak things like how high flames shoot up by changing the temperature diffusion and then adjust the cooling rate accordingly. Only when I am happy with the overall look I then move on to the microsolvers (shape tab).
I noticed you used shredding in your sim. I would advice against using shredding for the specific look you are after. I turned it off in my sim and turned on sharpness. Sharpness get's you more wispy/streaking flames.
Smartest advice I can give you is to keep experimenting!
My take on basic pyro look development:
Work on the overall look of the fire. I usually start on the combustion tab, then move on to the simulation tab to tweak things like how high flames shoot up by changing the temperature diffusion and then adjust the cooling rate accordingly. Only when I am happy with the overall look I then move on to the microsolvers (shape tab).
I noticed you used shredding in your sim. I would advice against using shredding for the specific look you are after. I turned it off in my sim and turned on sharpness. Sharpness get's you more wispy/streaking flames.
Smartest advice I can give you is to keep experimenting!
Technical Discussion » Trying to understand VEX noise functions on the most basic level
- rove
- 22 posts
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I have no coding background whatsoever so bare with me. I'm trying to get a grasp on the most basic stuff in VEX. I watched several videos on the subject (Jeff Wagner's Illume webinar on VEX and Rohan Dalvi's VEX videos).
After watching those I started doing some R and D concerning animated noise in VEX. I created a polygonal sphere and hooked up an attribute wrangle right after that containing the following:
@Cd = set (0,0,0); // Initialize the color
@Cd.r = anoise ((@P*16); // add some anoise to the red channel
Now I'm trying to animate the noise from the center of the sphere moving outward, as if it was animated along the normals but I cannot seem to get it working the way I want it to work. When I add @Time to the noise function like this: @Cd.r = anoise ((@P*16)+@Time);
the noise animates but it moves along a 45 degree angle over the surface of the sphere. I am trying to get a bubbling look. All hints and tips on the subject are appreciated!
After watching those I started doing some R and D concerning animated noise in VEX. I created a polygonal sphere and hooked up an attribute wrangle right after that containing the following:
@Cd = set (0,0,0); // Initialize the color
@Cd.r = anoise ((@P*16); // add some anoise to the red channel
Now I'm trying to animate the noise from the center of the sphere moving outward, as if it was animated along the normals but I cannot seem to get it working the way I want it to work. When I add @Time to the noise function like this: @Cd.r = anoise ((@P*16)+@Time);
the noise animates but it moves along a 45 degree angle over the surface of the sphere. I am trying to get a bubbling look. All hints and tips on the subject are appreciated!
Houdini Lounge » Houdini 16
- rove
- 22 posts
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BabaJ
Hopefully this streaming is being recorded so it can be viewed later?
Having Huge Gaps ( streaming stops often for long periods of time ).
Changing resolution doesn't seem to make a difference.
It is beeing recorded indeed. The stream cuts off a lot so I stopped watching. I'll view it on a later date.
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