Either I'm missing something or it really is the most redundant way possible. You have a @burn attribute, so why not just use two (point)blast nodes with @burn=0.5, group the primitives for later convenience, and merge them back?
@@Pixilume The biggest advantage of the Clip node in Houdini is its ability to "cleanly" cut geometry by creating new edges where the cutting plane intersects the geometry, regardless of the presence of existing points or edges at those locations. If we had used the burn attribute, the contours would not have been clean. Clip is a very powerful node for this :)
Don't suppose anybody had issues rendering this out, materials are just greyed out in Karma XPU Persp view, cant seem to get any transparency on the bubble itself. Any help appreciated!
hey ! Nice tutorial ! I have a bit of an issue tho with the Dispersion (in the transmission) for the fluid it wont put any rainbow color on it... any idea ? thanks !
Hi Christopher, thanks so much for this! My machine keeps crashing again and again after half of the caching, using OpenCL as well. Any ides why that might happen? Setup exactly like yours, of course, part. sep.at 0.0035.
Hi, I'm getting too much reflection from the dome light but increasing the roughness of the surface doesn't look good, how do i reduce the reflection of the dome light?
The Solaris part took me apart as usual, but the rest is just awesone. Thank you so much for sharing.
If you're using H20.5, the Clip node needs to be told to clip the "burn" attribute, it defaults to P now.
Cool to see the Houdini solution to this after @CGMatter's Blender version recently.
Hello Team Entagma, really thanks for your tutorials
The clip trick is genius!
Either I'm missing something or it really is the most redundant way possible. You have a @burn attribute, so why not just use two (point)blast nodes with @burn=0.5, group the primitives for later convenience, and merge them back?
@@Pixilume The biggest advantage of the Clip node in Houdini is its ability to "cleanly" cut geometry by creating new edges where the cutting plane intersects the geometry, regardless of the presence of existing points or edges at those locations. If we had used the burn attribute, the contours would not have been clean. Clip is a very powerful node for this :)
@@tourteauxpoireauxavecfromage Sounds like I'll have to try it myself. Thanks for taking the time to explain :)
So much great knowledge in this one! Thanks a lot!!
lol I literally woke up thinking i haven't seen an entagma video in a bit
cool cool always cool love the stuff
i love your channel and free tutorials 🥰
Awesome tutorial, thanks for sharing! :-)
Looks great~
Don't suppose anybody had issues rendering this out, materials are just greyed out in Karma XPU Persp view, cant seem to get any transparency on the bubble itself. Any help appreciated!
Благодарю. Очень интересный урок .
Hi thanks you for this video. Do you have the explanation why we need to divide the scale by 2 after the scatter and align for the flip sim ?
hey ! Nice tutorial ! I have a bit of an issue tho with the Dispersion (in the transmission) for the fluid it wont put any rainbow color on it... any idea ? thanks !
Hi Christopher, thanks so much for this! My machine keeps crashing again and again after half of the caching, using OpenCL as well. Any ides why that might happen? Setup exactly like yours, of course, part. sep.at 0.0035.
I am noob in Houdini. I was wondering is it possible to transfer this in Unreal Engine?
Convert to VDB then export it to UE?
Hi, I'm getting too much reflection from the dome light but increasing the roughness of the surface doesn't look good, how do i reduce the reflection of the dome light?