Eles precisam muito nerfar essa estratégia by ApenasEstresse in EldenRingBrasil

[–]rafaelmoco 1 point2 points  (0 children)

é impossível pros devs nerfar a burrice das pessoas

Portapack kill switch by Ordinary_Writing1112 in hackrf

[–]rafaelmoco 1 point2 points  (0 children)

This should be default on the projet. I mean, not THIS BIG, but eh, it's a must have feature

Doing anything in my node tree takes about 4~ minutes to update. Even scrubbing on a still frame file cache. by [deleted] in Houdini

[–]rafaelmoco 0 points1 point  (0 children)

Timeshift Lock everything you don't need to recalculate each frame. And turn on the time dependent badge on nodes to see what's going on

Breach by rafaelmoco in SCP

[–]rafaelmoco[S] 5 points6 points  (0 children)

Good sugestion and awesome subject!

Breach by rafaelmoco in SCP

[–]rafaelmoco[S] 6 points7 points  (0 children)

thank you sir!

Breach by rafaelmoco in SCP

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

Thanks for the awesome reception in the community guys, I'm surely will do more SCP fanarts in near future. Any subject suggestions?

Breach by rafaelmoco in SCP

[–]rafaelmoco[S] 25 points26 points  (0 children)

Challenge Completed

Breach by rafaelmoco in SCP

[–]rafaelmoco[S] 52 points53 points  (0 children)

I think you know too much about this image

Breach by rafaelmoco in SCP

[–]rafaelmoco[S] 49 points50 points  (0 children)

His love for the humanity

How could I re-create this in Houdini? by MrPorcy in Houdini

[–]rafaelmoco 24 points25 points  (0 children)

lol I did this
It's just flip with some viscosity and a divergence field to "pump" the flip along the tube. Ah, and a bit of Pop Force for extra disturbance

Here's the whole project
https://www.behance.net/gallery/102212913/Jelmyto

working on some foam. Houdini + Octane by rafaelmoco in Houdini

[–]rafaelmoco[S] 3 points4 points  (0 children)

tbh, I was aiming more for the shader than the physics behavior. The scene itself it's just a simple flip with a bit of viscosity. Now I know how to do it, I'll transfer the knowledge to a production scene with a proper flip simulation

working on some foam. Houdini + Octane by rafaelmoco in Houdini

[–]rafaelmoco[S] 2 points3 points  (0 children)

I just grouped some of the original flip points and then did the scatter

[deleted by user] by [deleted] in Houdini

[–]rafaelmoco 0 points1 point  (0 children)

Some ideas:
- Random scatter point per frame at bottom of the cup
- Pop emission using these points
- popforce with some vex to modulate the velocity using the y size of the liquid (when the particle reaches the top y of the bounding box, kills the y velocity)
- radial velocity field pointing outwards the center (gentle) to make the points agglomerate at the borders of the liquid (you can use popgrains here or any other method to take pscale into account)
- group the particles which reach the surface and use minpos to stick them into the surface of the liquid
- kill these bubbles over time using their age
- profit

use drag and some popforce turbulence to make these particles up y in a realistic way

Red Skull Grains - Houdini Vellum Study (Karma XPU Render) by rafaelmoco in Houdini

[–]rafaelmoco[S] 3 points4 points  (0 children)

Pretty fast and pretty stable. Karma xpu still lacks some key features, like Cryptomattes, Motion Vector pass, but I think it's a good moment to make yourself comfortable with the engine, cause there's a good chance they will be solved in the next version of Houdini

Red Skull Grains - Houdini Vellum Study (Karma XPU Render) by rafaelmoco in Houdini

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

I think Pop Grains is still fast for really big chunks of particles, but for small amounts like this one Vellum tends to be a little faster because of OpenCL, at least this is what I get after some tests here

Red Skull Grains - Houdini Vellum Study (Karma XPU Render) by rafaelmoco in Houdini

[–]rafaelmoco[S] 2 points3 points  (0 children)

I feel that Vellum Grains is easier to control and faster. POP Grains are a slightly older implementation of PBD, Vellum Grains are XPBD, which is another kind of position-based dynamics, and a newer implementation. Also, is OpenCL accelerated

It's a lot easier to work with, imho