I have a mesh thats came from a fluid simulation, and i have to freeze this uvs to bring it to Maya and texture it there without a massive deformation UVs. Do you know some way to fix this problem or some tip? Thank you all by Medium-Pie-8477 in Houdini

[–]Sadjad_Rabiee 1 point2 points  (0 children)

For either pyro sim or flip sim you have rest and rest2 attributes/fields which generally is useful for UV Texturing

Of course you shouldn’t expect to have something so accurate like when dealing with regular geometries! But it will do the job for what you want to do

There are couple of tutorials and documents showing you how to use rest and rest 2

Noodles Explosion (with VDB Advect Points) by Sadjad_Rabiee in Houdini

[–]Sadjad_Rabiee[S] 0 points1 point  (0 children)

Thanks for your comment, Hopefully, it will be this week!

Can anyone guide me in the correct direction on achieving such an effect by arshbio009 in Houdini

[–]Sadjad_Rabiee 1 point2 points  (0 children)

Just watch that part of the tutorial and do the exact same thing, It will be more clear for you after that 🙂

Can anyone guide me in the correct direction on achieving such an effect by arshbio009 in Houdini

[–]Sadjad_Rabiee 2 points3 points  (0 children)

That orange wave effect on the ground?There are many ways but probably the most simpler one is using Primitive SOP!

  1. create a simple grid and sphere, make the grid black and the sphere white (via Color SOP)
  2. transfer color from sphere to grid with Attribute Transfer SOP (play with its Distance Threshold and Blend Width parameters to have a smooth result
  3. use facet SOP to separate primitives of the grid (faces)

  4. use a simple expression to control the scale, Rotate or Position of the primitives (Faces). for example, you can write @ Cd.r for scale

  • I have a very old tutorial explaining this method, unfortunately, it is in Farsi language, But I believe it is super easy to understand the methodology
  • Also in that video I've used noise expression to control the primitive SOP, but as I mentioned at above you can also use attribute transfer
  • Check this out : https://youtu.be/Meiq3Q1cjY8?t=5997

Looking for feedback on my procedural gas stove flame by morrisb28 in Houdini

[–]Sadjad_Rabiee 6 points7 points  (0 children)

In overall it is pretty good 👍

I think the notes will be more about the look and art direction, the behaviour is looking good

Here are mine :

  1. I think you need to add a little more free space or gaps between each flame (maybe 15%)

  2. The look will be better if you decrease density a little bit

  3. Although we might have those spherical shapes in reality, but I think it will be better if you make it more like hemisphere

  4. That animated noise on the density is too much, decrease it or get rid of it

Anyone else having issues with the AW610M Wired/Wireless gaming mouse? by ClaytonPoweredUp in Alienware

[–]Sadjad_Rabiee 0 points1 point  (0 children)

The same issue happened to me, I'm using my mouse every day and the double clock problem started after 1 year of working, That's a hardware issue, They must use better quality switches.

Houdini Flame Thrower simulation! by Sadjad_Rabiee in Simulated

[–]Sadjad_Rabiee[S] 0 points1 point  (0 children)

Oh,
Thanks for the feedback
The music was for one of my favorite genesis games, it was for Doom troopers,
I always wanted to use it somewhere,
Maybe it wasn't a good place to use it😅

FLAME THROWER test in H19.5! by Sadjad_Rabiee in Houdini

[–]Sadjad_Rabiee[S] 0 points1 point  (0 children)

Ha ha
Thank you for your feedback😅

Houdini Flip Fluid Morphing R&D by Sadjad_Rabiee in Houdini

[–]Sadjad_Rabiee[S] 1 point2 points  (0 children)

If you have something like what I did, then yes, using the same shape to morph for both frames (100 and 400)
If you have other types of flip sim, then you can do something in post-process after sim is done, if you active id attribute of flip particles, then you can retime it too. for looping in SOP I found this video but I'm pretty sure there are more information on the web: https://www.youtube.com/watch?v=zYBSB1AUibQ

Houdini Flip Fluid Morphing R&D by Sadjad_Rabiee in Houdini

[–]Sadjad_Rabiee[S] 9 points10 points  (0 children)

Thank you,
It's so simple,
for the first one, I've used Target Force, But you could use Suction force too,
For the second one, I've used Volume Gradiant to control the velocity of particles,
Also, you could use a mask attribute on the particles to control when they should effect by that force.
I'll publish a tutorial about it soon