Awesome! I'm a maya veteran transitioning to houdini, and your tips are spot on! Deforming textures, upresing, quaternions, everything I was looking for. Thank you!
Great tutorial, but what is that rest ratio for? I am coming from a mantra background and there I just used Rest and rest2 I don't think there I used anything as ratio
From my understanding, the ratio is used to blend between the rest 1 and rest 2 fields. If we only used one rest field, the noise would get "smudged" over time and look strange. So, to solve this problem, the idea is to use two rest fields and blend back and fourth over time to prevent this smudged look. As one of the rest fields becomes fully present, the other resets its position in space, and that's how you prevent the smudged look. I've never really changed the default ratio values to be honest, so I wouldn't recommend changing them unless you had a specific reason to. Steven Knipping goes over this in his pyro course really well, so if you'd like to see this happen visually, I'd recommend checking it out.
Hey Tyler, do you know if there's anything different on Houdini 18.5? I can't make it work here I did it once, based on your tutorial, and it worked straight away. Not sure which version was it but it wasnt on 18.5 for sure You have awesome tutorials btw, thx ;) - Alvaro
Hey Alvaro, I was able to get things working properly on my end over here. One thing I didn't mention in the video which may help is that on the Unified Noise, try a bias of .3 a gain of .7 clamp the output range from 0 to 1 and set the final amplitude to 2. I think that unified noise has a hard time cutting through sometimes and it might freak out of the noise values go negative.
@@cgforge Hey Tyler, The issue here wasnt OpenCL as well, but both rest_ratio detail attribute. It looks like the dual rest solver isnt reading it if its an attribute. To fix it I converted these attributes to volumes and now it's working. I'm on Houdini 18.5.532 btw I'll leave the link with the fixed scene here in case anyone else have the same issue www.dropbox.com/s/aext6fsbv54310i/Pyro_REST_RnD_0101.hiplc?dl=0
Sure, I'll keep that one in mind! If you're a subscriber to CG Forge, I also have a lecture that goes into rest fields in my pyro courses that may help you out with that situation.
wow thats great,
Been fighting redshift volumes for ages and often goto mantra for shading things like this.. cheers!
Awesome! I'm a maya veteran transitioning to houdini, and your tips are spot on! Deforming textures, upresing, quaternions, everything I was looking for. Thank you!
such good tips. I understand how to do displacement with volume, but didn't know there is a dual rest solver can solve it easily. thanks for sharing.
This is quite literally a game changer :) Such an easy way to add detail! Thanks!
Great tips
great buddy , keep posting
is there a way to implement this into the sparse solver?
Yep there is, but you gotta do some surgery to make it work
Could you please tell what this "FRAMES BETWEEN SLOVES" does , in pyro solver?
4 years later, is this still relevant for Redshift? I have a smoky project coming along, thanks!
Yep! This technique still works pretty well 👍
@@cgforge Thanks!
Great tutorial, but what is that rest ratio for? I am coming from a mantra background and there I just used Rest and rest2 I don't think there I used anything as ratio
From my understanding, the ratio is used to blend between the rest 1 and rest 2 fields. If we only used one rest field, the noise would get "smudged" over time and look strange. So, to solve this problem, the idea is to use two rest fields and blend back and fourth over time to prevent this smudged look. As one of the rest fields becomes fully present, the other resets its position in space, and that's how you prevent the smudged look. I've never really changed the default ratio values to be honest, so I wouldn't recommend changing them unless you had a specific reason to. Steven Knipping goes over this in his pyro course really well, so if you'd like to see this happen visually, I'd recommend checking it out.
Hey Tyler, do you know if there's anything different on Houdini 18.5? I can't make it work here
I did it once, based on your tutorial, and it worked straight away. Not sure which version was it but it wasnt on 18.5 for sure
You have awesome tutorials btw, thx ;)
-
Alvaro
Hey Alvaro, I was able to get things working properly on my end over here. One thing I didn't mention in the video which may help is that on the Unified Noise, try a bias of .3 a gain of .7 clamp the output range from 0 to 1 and set the final amplitude to 2. I think that unified noise has a hard time cutting through sometimes and it might freak out of the noise values go negative.
@@cgforge awesome. I’ll give it a try, thx!
Hey Alvaro, I also just found a bug where dual rest doesn't work whenever you're trying to use OpenCL. So watch out for that
@@cgforge damn, so this may be the problem here. Thank you very much Tyler
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Alvaro
@@cgforge Hey Tyler,
The issue here wasnt OpenCL as well, but both rest_ratio detail attribute. It looks like the dual rest solver isnt reading it if its an attribute.
To fix it I converted these attributes to volumes and now it's working.
I'm on Houdini 18.5.532 btw
I'll leave the link with the fixed scene here in case anyone else have the same issue
www.dropbox.com/s/aext6fsbv54310i/Pyro_REST_RnD_0101.hiplc?dl=0
Hip file, please!! Or tutorial from begining empty progect))))
Can you do tutorial for liquid shading with dual rest using redshift ?
Sure, I'll keep that one in mind! If you're a subscriber to CG Forge, I also have a lecture that goes into rest fields in my pyro courses that may help you out with that situation.
noice
how to change rest2_ratio value,My rest2_ratio value is always a constant 0
,I do not know why
I don't know if changing this value in vex will cause problems, but it can be changed by vex