they don’t, the trail SOP, or point vel SOP is where you do the calc
compute accel
it’s probably the number one complaint from VFX Supervisor’s on FX Dept work
in every company
they don’t, the trail SOP, or point vel SOP is where you do the calc
compute accel
it’s probably the number one complaint from VFX Supervisor’s on FX Dept work
in every company
how bad is your CPU? your file sims in about 5 seconds a frame on my macbook
but, the slowness is down to how you’re essentially replicating the whole wind tunnel in POPs and then feeding that into pyro. Much faster to do what Matt did, just emit density into it and let wind do it’s job.
Couple things in general; * use the top level wind, it’s a simplified one compared to gaswind, so it’s faster (also you plugged gas wind into advection instead of force) * up the clamp level for dissipation from the awful default of 0.005 to something like 0.04, unless you render with density at 0.01 you’d never see those voxels, it’s a terrible default * use the voxel res calc tool I made for that SYD HUG presentation, then you know exactly what res to sim at for the given camera, distance, and render res * if you need uber fine density fidelity look to use the velocity scale multiplier to sim vel at a lower res than density, it will save you a lot of sim time.
how bad is your CPU? your file sims in about 5 seconds a frame on my macbook
but, the slowness is down to how you’re essentially replicating the whole wind tunnel in POPs and then feeding that into pyro. Much faster to do what Matt did, just emit density into it and let wind do it’s job.
Couple things in general; * use the top level wind, it’s a simplified one compared to gaswind, so it’s faster (also you plugged gas wind into advection instead of force) * up the clamp level for dissipation from the awful default of 0.005 to something like 0.04, unless you render with density at 0.01 you’d never see those voxels, it’s a terrible default * use the voxel res calc tool I made for that SYD HUG presentation, then you know exactly what res to sim at for the given camera, distance, and render res * if you need uber fine density fidelity look to use the velocity scale multiplier to sim vel at a lower res than density, it will save you a lot of sim time.
played with it some more, getting some nice wake/vorticies happening
could be better, getting a handle on the various controls
using a proper collision sdf and collision v lets you control the eddies better; at the default its a bit too extreme and kicks the wake too wide, this is scaling v down to 0.3
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240904/22/24/Kapture_2024-04-22_at_08.36.43.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240904/22/24/pyro_for_paul_v02.hip
played with it some more, getting some nice wake/vorticies happening
could be better, getting a handle on the various controls
using a proper collision sdf and collision v lets you control the eddies better; at the default its a bit too extreme and kicks the wake too wide, this is scaling v down to 0.3
i was talking to @pawelgrzelak about vellum and driving animations. and i mentioned an old post of mine about a worm thing i built using vellum constraints. turns out i did not post the hip file back then. :https://discord.com/channels/270023348623376395/351974457318834177/963921866005839892
So ill post it now:
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244204/17/24/wormVELLUM_clean.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244204/17/24/wire.mp4
i was talking to @pawelgrzelak about vellum and driving animations. and i mentioned an old post of mine about a worm thing i built using vellum constraints. turns out i did not post the hip file back then. :https://discord.com/channels/270023348623376395/351974457318834177/963921866005839892
So ill post it now:
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243304/17/24/procedural_wood.hiplc
I made a nice colorcorrector for nuke that I use a lot. Converted it to houdini today.
hue saturation and luminance for individual colors. all happens in oklab
the vex code. toss it into a volwrangle. (or a pointwrangle or whatever if you want) it wants color in @C so you might want to turn that to @Cd…
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240804/14/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240804/14/24/colorex.txt