Ezra Miller
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Recent Forum Posts
Texture Sheets ROP - No Normals for Pyro April 6, 2020, 1:28 p.m.
Thanks for the reply Mike - it took some trial and error but I think I worked out the process for bringing flames into Unreal - I don't need normals, I was under the impression they'd still be generated from a fire sim just due to the presence of a density field - I was messing a bit with trying to change the field from density to heat or flame on the Advanced Settings tab but no real luck. With a regular smoke sim the Normals work fine
The thing that takes the most time is definitely the render step. Do you recommend rendering at full size or rendering the low-res? I've been rendering full-res and down-sampling but can't imagine the quality will be affected too much by rendering low-res from the start.
The thing that takes the most time is definitely the render step. Do you recommend rendering at full size or rendering the low-res? I've been rendering full-res and down-sampling but can't imagine the quality will be affected too much by rendering low-res from the start.
Texture Sheets ROP - No Normals for Pyro April 4, 2020, 10:41 p.m.
I'm trying to render a pyro simulation generated with one of the sparse pyro FX shelf tools (specifically the campfire shelf preset) as a texture sheet for UE4.
It seems like it's impossible to generate normal information with the Labs ROP Texture Sheets node for this kind of sim. I've also tried with a sim generated by the Labs Fire Presets node. It seems to create normals (at least based on some other users examples on the forum) for certain sims, but usually ones that have a lot of smoke. I tried with a Fireball shelf sim and no normals would render still (I'm checking the N channel in Render View with the Sheets ROP's render_normal Mantra node)
In theory I guess it kind of makes sense considering a totally emissive volume shouldn't really interact with light (right?), but I can't figure out if I'm just missing something and normals should be generated (especially for the default Fireball shelf sim).
In general I'm getting slightly buggy behavior with the node, i.e. it doesn't always render RGB data depending on the fields of the SOP that the “Node to Render” is pointed to, takes quite a long time to render even a super low-res sequence, just isn't really a straightforward as I'd expected to generate texture sheets. An updated guide / workflow video would be really helpful for this node, especially if there was a clearer explanation of the workflow from Houdini into UE4's SubUV animation system. Attached is the file I was working with.
Thanks!
It seems like it's impossible to generate normal information with the Labs ROP Texture Sheets node for this kind of sim. I've also tried with a sim generated by the Labs Fire Presets node. It seems to create normals (at least based on some other users examples on the forum) for certain sims, but usually ones that have a lot of smoke. I tried with a Fireball shelf sim and no normals would render still (I'm checking the N channel in Render View with the Sheets ROP's render_normal Mantra node)
In theory I guess it kind of makes sense considering a totally emissive volume shouldn't really interact with light (right?), but I can't figure out if I'm just missing something and normals should be generated (especially for the default Fireball shelf sim).
In general I'm getting slightly buggy behavior with the node, i.e. it doesn't always render RGB data depending on the fields of the SOP that the “Node to Render” is pointed to, takes quite a long time to render even a super low-res sequence, just isn't really a straightforward as I'd expected to generate texture sheets. An updated guide / workflow video would be really helpful for this node, especially if there was a clearer explanation of the workflow from Houdini into UE4's SubUV animation system. Attached is the file I was working with.
Thanks!
Fluid Source SOP gone? Nov. 5, 2018, 2:37 p.m.
I've encountered this problem a few times after following along with various fluid simulation tutorials online, but I can't seem to find any information online re: whether the Fluid Source SOP has been replaced in Houdini 17. What is the new node/method to create a fluid source? The FLIP Source node's parameters are totally different from the Fluid Source's. Sorry if this is a noob question, I've just started learning Houdini. Thanks!