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Houdini - Import / Export alembic animation with chopnet and use it in a simulation           pretty handy when deal with fast moving object easy to sim  (再次感謝 John Kent :)        ex. Fast moving object on fire or fast moving container with liquid In Sop Chopnet > object / target object "geo node under alembic">export / channels : t[xyz] , Node "target transform node", path : t[xyz] also another one for rotation (r[xyz]) ps: In houdini16 they change the "export tag" and "lock tag" position in network viewer. option > Set Normal to 0,1,0  define a up vector (can be set as gravity in liquid sim) Right click transform node / action / create reference node and select the invert transformation. so move it back to the origin position for sim In Dop Pyro - bring in V to buoyancy:     buoyancy lift should be length from v     dir should be v itself Liquid sim - bring in N ...
- Houdini quick note 老胡備忘錄2 Bring in volume as packed disk primitive is handy 可以省下loading整個cache檔案的時間, 做成ifd檔時可以省下很多時間讀取,讓render farm占用時間減少。 But beware it doesn't contain any attribute so it can't do any calculation after you bring in stuff. (time warp, time shift and transform work) volume mix之類會用到參數的節點沒法用
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-Houdini quick note 老胡的備忘錄 Adding turbulence on volume Setting random color group for particles           Using attribute create vector attribute, put rand(@id) > ###  (or < ###,一個顏色負責一個範圍) setting random color.           Call it out in the shader. Using grid > mountain > copy to particles create embers effect. also write out lifespan as AOV.  
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Houdini - Procedural Volume trail 感謝大神John Kent傳授的小技巧 1. Create line, resample it. 2.  Create a "polygon" circle sweep it with the line and skin it. 3. Convert to mesh 4. uvtexture - type: Rows & Columns, set attribute type to point 5. Point vop 6. Carve anime with Second U 7. Using Carve separate different section, polycap and vdbfrompolygon 8. Merge all  (optional :  Primitive > adjust visualization )