- Видео 9
- Просмотров 38 970
Janks
Добавлен 10 июн 2012
How much is too much? How to fine tune your samples?
I was asked if there was a way to gauge how many samples is needed so I wanted to make a quick video on how I was taught to fine tune samples.
This trick is also useful when figuring out the lighting and what lights are affecting what and light spreads and sub surfacing samples and such.
As always, comments are greatly appreciated!
This trick is also useful when figuring out the lighting and what lights are affecting what and light spreads and sub surfacing samples and such.
As always, comments are greatly appreciated!
Просмотров: 196
Видео
Volume Loss in FLIP SIM? Grid Scale and Particle Radius Scale
Просмотров 23 тыс.3 года назад
When working with FLIP we must remember that we are working with both particles AND volumes. It's important to find a balance between speed and quality and the particle radius scale can help the balance of quality while maintaining the speed. As always comments are appreciated. Let me know if there's anything else that you think would be useful to record!
How to look at Reference for FX Artists
Просмотров 3773 года назад
A common thing I see with students is they gather reference but it's hard for them to understand what the purpose of it is for. We need to gather reference before so we have blueprints of what we want instead of finding reference after to compare to.
Houdini in Qube - Running HScript commands on a farm
Просмотров 3104 года назад
CHANGE the python line from "\python.exe" to \python2.7.exe" Even though you guys dont have access to my server I still felt uncomfortable sending the template with that info so I wont post my template but if you have any problems let me know! There's always problems with everything so it's good to help people out!
Houdini - Dailies Setup and Cmd Line Rendering
Просмотров 4,7 тыс.4 года назад
Not a talked about thing since you don't hear about this until you get in the industry and you learn it when you get into the industry but It's nice to know now so you can get a leg up. Hython Template: hython "C:\Program Files\Side Effects Software\Houdini 18.0.287\bin\hrender.py" "Car_20.hiplc" -d opengl2 -v -e -f 1 200 if you do get FFMPEG, you can use this script in the shell: unix ffmpeg -...
Vellum Vines (File in Description)
Просмотров 4085 лет назад
File: drive.google.com/file/d/1pRyRveS4xok-nSp96WHYhDe8XZfRA-bB/view?usp=sharing Hello, quick little video showcasing vellum hair and using it to generate leaves to transform curves into nice looking vines.
Remove tracking dots in Nuke
Просмотров 5185 лет назад
Quick tutorial on removing tracking dots from the live plate of a shot. There are probably better, faster, cooler, smarter ways but this is the simplest way and that's what matters.
Water from Houdini to Maya tutorial
Просмотров 9 тыс.5 лет назад
!!!OUT OF DATE: This is my first RUclips tutorial so any comments will be appreciated :) I see a lot of people try to use Maya's default fluid simulator because they are either too intimidated or too busy to try and use Houdini. I don't recommend doing any fluid sim or render in Maya but at the minimum you can at least do the simulation and import the geometry into Maya.
Saved my life, Thx
hi everyone! so after listening to his video and learning that the particles collide in on themselves due to the lack of particle radius and space between them, i found a permanent solution compare to his temporary one. Because he didnt really solve the issue, only made the problem slower. The solution is to increase the size of your static mesh and with that your boundary box. personally i'm doing a boiling liquid too, and i made a pot, and the inside of the pot (a second mesh, both made in 3ds max) that i used to stimulate the particles. I slipped the uniform scale of pot to the parameter uniform scale of the inside of the pot, in a relative parameter, so that way when i inscrease the pot, the inside of the pot increases as well. It's a procedural way of working. both my pivot points are at the small place as well so it works perfectly. Then i adjusted the bounding box of my stimulation. It was at 5. and my uniform scale of the pot was now at 3. So i slid the parameter of the uniform scale of the pot in all three channels of the boundary box as well and added a +2 so the boundary box is always a little bigger. hope that helps!
Hey hey! Yeah this video is quite old so I'm sure there's updated ways. While yes, scaling the scene does make things stable (I do it a lot for specifically bullet sims), my question is how is this different than just adding more resolution to voxel scale? With increasing the size of the scene, you're increasing the amount of VDB's, so why not keep the scene normalized and increase resolution?
Thanks! Super useful info.
exactly what i neeed thank youuuuu
Brilliant thanks for bring up
Very informative and very helpful. I have been trying to keep a volume of water in a bucket, but keep the processing low as I have an old PC. This might do the trick! Thank you!
Thank you very much. It's also very interesting that they have bad numbers by default.
Thanks a lot Janks! Super useful
You have saved my day ! Thank you :)
hey amazing video! Im getting this problem with the new Flip SOP setup that was implemented in houdini 19.5, I lose fluid / volume and tweaking the grid scale / particle separation doesnt fix it. Unfortunately particle radius scale isnt exposed in the flip sop setup so not sure how to solve this, but ill try the regular dop way that you are using
any ideas yet?
in 19.5 I've found that turning on "enforce particle separation" fixed it for me. It's in the flipSolver under the Fluid behaviour Tab. I also set the grid scale to 1.5 (flipContainer). Also, just FYI i left the other particle separation checkbox off in the setup tab
@@_incendiary i use H19.5.493 (apprentice version btw) and I dont have the "enforce particle seperation" option? My sim is still losing so much volume Do you know where else I can find it?
@@gluttonium "Apply Particle Separation" under "Particle Motion"
see my comment, on wait this was two years ago aha, oh well
how does this compare to TOPs? I feel TOPs to do this but is much more user friendly
what about white water. How to export it. using pts or volume?
Thanks a lot!
Exactly what I needed. Thank you!
You made my day! Thanks!
Very nice and informative video! keep up the good work
Can I send this simulation with Houdini material to Maya? I want to create fire with Houdini and then send this simulation to Maya, with her pyro shader. It's possible? Thank you very much!
gracias papi!!!!
One of the most underrated advices! Thank you for sharing :)
Hey thanks for this! Helped a lot!
excellent tutorial, but when you said "Maya" wasnt good for fluids, did you mean Arnold or Maya itself? any other "better renderers/ DCC apps" for fluids?
Arnold inside houdini is really good for this..Arnold just like Karma or mantra etc are path tracers. if you shade correctly (follow physical attributes stated in the Arnold manual) it will give a photo real result. maya has a hard time bringing in the large alembic files thats the issue. but i believe you can cache the Maya version so it is in Maya files..ie reads faster. sorry for the long message hope this helps!
@@angelosanti9761 if by "hard time" u mean it cant handle high poly count, then ou can use standins
@@axe_fx oh no It was doing pretty well with my alembic cache of a building collapse from houdini...
cool!! thank you so much i leave a time line for study 16:25 make fileCashe (빠른 프리뷰) 22:30 Export by alembic (Export -> ROP Alembic Output)
Brilliant! Thank you!
Thanks! There is also "Apply Particle Separation" under "Particle Motion" that helped me reduce the volume loss on a small scale scenario.
Can't send an education version? It doesn't work.
Thank you!! First coming into Houdini I found volume loss to be super frustrating and time consuming to figure out but grid scale + particle radius scale adjustments seem to be doing the trick now
Awesome! So glad to hear! I used to have this problem a lot too and I saw there were 0 tips on how to fix it.
good work john. I want to learn too. Everytime you with the pointer you should say where you are clicking.
really? x)
thank you that help me
very good and usefull. Please keep this up.
Motion Blur won't affect the cached particle surface because it's not actually moving. It's just creating a new mesh for every frame.
It is meshing every frame but it has a stored velocity attribute that is used for motion blur. It was my first tutorial so it might have been poorly explained😂
@@janks1080 It turns out that Maya can't interpret the velocity attributes correctly. The resulting motion blur is visually inaccurate and the mesh is covered in artifacts. The workflow described in Arnold's Houdini documentation will NOT work properly and actually contains erroneous information. Exporting the particle simulation to Maya via the Houdini Engine and then having Maya create the surface mesh is the likely solution by I have yet to test that out.
That was cool, can we export the whitewater like that?
THANK YOU MEN, Houdini break my mind. thank for this tutorial. im maya user but i try to use houdini engine to maya. Sorry for my english