Zach Lewis
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Recent Forum Posts
Flat Tank render Issues 2016年6月9日14:08
I was noticing that the other day. Yeah, if you update the OceanEvaluate node to use “.picnc” instead of “.pic”, the channel-referenced parameter in the shaders should find the files it's looking for.
H15 Attribute transfer POP ? 2016年3月27日16:33
there's probably a less complex way, but… maybe a sop solver plugged in to the pop solver's pre-solve input? You can bind one of the sop solver inputs to one of the input context geometries, and do the attribute transfer + group assignment in the sop solver itself. Would that work?
FLIP - Initial Velocity Protrusion on Frame 1 2015年12月27日14:43
Hi there,
- One quick thing you could try is to add animated noise to the initial velocity and source volume. If you're using a Fluid Source SOP (default if you use the shelf tools), you'll see a couple of Noise sub-tabs in the Scalar and Velocity Volumes tabs.
- You may want to try using points instead of volumes as your emission source. In SOPs, try a scatter node, and animate the total count (try ‘100*rand($FF*123)’ or something), add an attrib wrangle to set your velocity ('@v = {-10, 0, 0};' for instance), and then add a group SOP, placing all your points in the ‘particles’ group. You'll get a sparser distribution of initial points. You can also try jittering the velocity a tad.
- You can try deforming your emitter shape on the first frame, to art-direct the distribution of emission on the first frame.
Just a few ideas off the top of my head, but I think any / all of them would help.
- One quick thing you could try is to add animated noise to the initial velocity and source volume. If you're using a Fluid Source SOP (default if you use the shelf tools), you'll see a couple of Noise sub-tabs in the Scalar and Velocity Volumes tabs.
- You may want to try using points instead of volumes as your emission source. In SOPs, try a scatter node, and animate the total count (try ‘100*rand($FF*123)’ or something), add an attrib wrangle to set your velocity ('@v = {-10, 0, 0};' for instance), and then add a group SOP, placing all your points in the ‘particles’ group. You'll get a sparser distribution of initial points. You can also try jittering the velocity a tad.
- You can try deforming your emitter shape on the first frame, to art-direct the distribution of emission on the first frame.
Just a few ideas off the top of my head, but I think any / all of them would help.