Thank you! Very informative and great for Beginners! I guess it´s a very stupid question... but why using Redshift as Renderer and not the included Karma Renderer? Is it a personal preference, taken from other 3D aplications as a final unique 3rd party output? Or is there something, that Redshift is better in than Karma?
This video is very dated, at the time of recording this video, Karma didn't exist yet!! You should check out some of the my newer Karma Material videos.
bubble pins 😻I m learning from your channel and if possible plz add with mantra bcoz i m apprentice user still!!😿.. how about creating houdini blog and add about mantra... sorry for my bad English ... Thx for the tutorial again
It is, but Mantra is really slow. My computer is too slow for it. Redshift was my best option. I was planning to buy a new fancy computer last christmas, but the boxing day and black friday deals were very disappointing. I may post some rendering vids after I get a new computer, soooon. Sorry.
@@alexcatrinedeselvepilot3334 Yeah a lot of people ran into that. Try signing up for the UE4 Game Jam's, because SideFX gives away 2 months of Houdini Indie licenses for free. There's like 3-4 UE4 Game Jam's a year. Then you can try it out fully before buying.
Hey great tutorial! I have a quick question. How can I use the velocity vectors that the flip particles generate to drive the water color? In other words, I am trying to use the (attribute - v) velocity of the particles to make the part of the water that is moving faster to be a bit whiter. So how can I transfer that data into redshift as a black and white map?
You'll need to use a fit range to make the velocity fit into a 0 to 1 range for Color values. So velocity can be any value, including negative. I suggest dropping down a length node to measure the magnitude of the velocity and then fit range that length value to 0 to 1 range. So this you'll need to experiment with to find the source values in the fit range, the largest and smallest resulting from the length. Just write it out using bind export into like a "test_attri" parameter and look on the spreadsheet and look for the large values, you can also sort the spreadsheet. Then drop down a color ramp node, you can then define the colors you want for the speed of the velocity values. Hope that helps!
Do we need to use Surface polygons instead of polygon soup in particle fluid surface node while using Redshift for rendering. As it is mentioned in Mix traning, he said Redshift don't work properly with polygon soup. Is it so ??
I don't use Polygon soup that often, its some sort of compacted version of polygon used in Houdini, so if you don't have that many point counts, I don't think you'll benefit much from it. I just gave it a quick try, drop down a simple sphere and turned it into a quick FLIP source, then particle fluid surface and it seems to be rendering fine in Redshift. Maybe Redshift released an update that fixed this issue recently? Sorry not sure about this, because I don't use Polygon Soup too often.
Hi, I am using this video series to populate water in a tank that a ball then splashes into. I am having an issue because as you probably know the fluid expands and when it does that it goes outside the region that I want it to be in. Also, it morphs and doesn't look right on the corners of the tank. Do you know of any way I can fix this?
You'll need to play around with the particlefluidsurface node to get the right look as it converts the flip particles into geometry. Try increasing the number of fluid particles in your SIM so the particlefluidsurface node will at least have enough information to work with. FLIP sims take up a lot of ram, by increasing the number of fluid particles, it'll make the SIM cook longer. Inside the particlefluidsurface node, try lowering the value of the particle separation, it'll make it more accurate, but also take longer to convert. To compensate this I usually increase the influence scale a little bit. This is so that each flip particle will will blend with others flip particles around it estimating the converted geometry. There's no exact values to use, because it's scene by scene thing. And if it still morphs too much frame from frame, try increasing the FPS in the entire Houdini scene so you'll get more data for each frame. Hope this all helps!
I'm actually working on a new tutorial about white water for redshift, but while planning the video I realized rendering the whitewater requires knowledge for rendering volumes, so I will probably do a 2-part video. One for rendering volumes and one for setting up whitewater and render. Stay tuned!