It's April 2024, and I'm saving my ass by rewatching my own tutorial because I'm in a crunch and can't be bothered to figure it out again. Pro-tip, make tutorials for everything and leave them online!
Clear, useful, and straight to the point. I guess you're just begging for me to subscribe now hahaha can't wait to sit down and watch a couple more videos.
This tutorial was exactly what I was looking for but unfortunately, I am not getting any fading at all. I am running Houdini 19.5 and rather than using a flip sim, I am using points from volume as my source points because I am looking for something like blender's dynamic paint function, not a wet map. Ended up finding a solution by adding an Attribute Fade node after the point wrangle.
Sure, You'd need to have a wetmap simulation where it starts and fades away completely within a set-time frame, then use two time offset nodes in seperate branches to offset your wetmap to half the time of the overall simulation in both directions. So if it's 100 frames then you'd have an offset with $F+50 and another with $F-50. Then you can use a point wrangle to combine it all together. Put the main branch in the first input and your offsets into the 2nd and 3rd then use the point expression like: @wet += point(1,"wet",@ptnum); @wet += point(2,"wet",@ptnum); Should nicely add it all together and loop then for you.
It's April 2024, and I'm saving my ass by rewatching my own tutorial because I'm in a crunch and can't be bothered to figure it out again.
Pro-tip, make tutorials for everything and leave them online!
I'm working right now and I got asked to do a wetmap for my sim. You're a saviour!
This is great! Makes you think about what else this could be used for.
Straight to the point, short and compact. Great tutorial for Houdini. Love it.
Thank you very much! Hopefully nice and short so that it can be easily referred back to.
Dang it was straight to the point. The moment I'd be able to make videos... I'll make them that way. Thanks mate, for this one
Thanks , easily helped me figured out why it wasnt working when I tried on my own !
massively helpful (also laughed that your most recent comment is you rewatching it hahah)
Perfect! This is exactly what I'm looking for, much appreciated!
Clear, useful, and straight to the point. I guess you're just begging for me to subscribe now hahaha can't wait to sit down and watch a couple more videos.
Thank you so mush . great simple tutorial
Amazing tutorial, would you have any advice on how to do "wet fur"?
Amazing and to the point!
Thank you very much sir!!!
This tutorial was exactly what I was looking for but unfortunately, I am not getting any fading at all. I am running Houdini 19.5 and rather than using a flip sim, I am using points from volume as my source points because I am looking for something like blender's dynamic paint function, not a wet map.
Ended up finding a solution by adding an Attribute Fade node after the point wrangle.
Good vibes only🙌👏
i try to flow you with this tut , i have one proplem the color not change right i mean the dry parts not working with me :(:(:(
Great one
what if the wet mesh is simulated? prev node in solver shows static mesh idk why
solved. i used attribute copy node at solver
@@ModuMaru did you just replaced the "attribute transfer" node with "attribute copy" inside the "solver" node ?
Thanks
any way to get it out as image sequence ?
How to export this wetmap to another 3rd party DCC like Maya?
you can include this attribute when you write an alembic and access it via vertex color
Do you know there would be a way too loop it? I'm trying to create a wet/rain texture for unreal.
Sure, You'd need to have a wetmap simulation where it starts and fades away completely within a set-time frame, then use two time offset nodes in seperate branches to offset your wetmap to half the time of the overall simulation in both directions.
So if it's 100 frames then you'd have an offset with $F+50 and another with $F-50.
Then you can use a point wrangle to combine it all together. Put the main branch in the first input and your offsets into the 2nd and 3rd then use the point expression like:
@wet += point(1,"wet",@ptnum);
@wet += point(2,"wet",@ptnum);
Should nicely add it all together and loop then for you.
@@KevRyanCG ah great info! Thank you for sharing!
what grapic card you use for houdini?
any graphic card can be used. But for rendering, the RTX ones are ideally
I was using a 2080Ti at this point
fur wet map tutorial pls
And how do I render it on karma?