u/Strong_Fox_3959

Falling petals using vellum

Falling petals using vellum

Hi

I'm making falling petals using vellum sim.

I scattered points on a grid, adjusted the pscale based on the camera distance, and used a copy to points node to instance the flower petal geometry onto those points.

Here is the issue: When pscale is set to 1, the petals look completely fine—no distortion, and the polygons look clean. However, when I scale down the pscale to 0.1 (to match my camera frame), the petals get heavily distorted, wrinkled, or bloated like in the attached screenshot.

https://preview.redd.it/9km15setftah1.png?width=483&format=png&auto=webp&s=7316b7b774451cb8d6f6498f06da1ba1dc5cc51f

^ pscale = 0.1

https://preview.redd.it/6omqife1gtah1.png?width=609&format=png&auto=webp&s=1284c09c88691905522f15c593ba0d160411c092

^ pscale = 1 (it's good)

https://preview.redd.it/w8754c1rftah1.png?width=691&format=png&auto=webp&s=5adf8fa783653a466c49656e4ce82a293035c25e

Has anyone encountered this issue before? Why does reducing the pscale value break the geometry like this, and how can I fix it?

Any advice or insight would be greatly appreciated. Thank you!

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u/Strong_Fox_3959 — 4 days ago

Need advice about dirt explosion sim

^ First GIF is vellum simulation test, Second one is VDB for pop advect by volumes.

Hi,

I'm simulating vellum grain for dirt explosion.

But my grain looks so unnatural when it falls down.

I had a pretty natural-looking motion when I was using a regular particle sim just for velocity, but after switching to Vellum the motion looks much more unnatural.

What parameters should I tweak to make the Vellum particles behave more like the original velocity-driven particles?

Reducing the Scale on the POP Advect by Volumes node makes the velocity too weak, so that doesn't really give me the look I want.

I also randomized the Air Resistance and Drag values per particle to make them fall more naturally. Could that be what's causing the issue?

Thanks for your advice and help!

https://preview.redd.it/d9hpc18e6n8h1.png?width=1163&format=png&auto=webp&s=8282d79fb0a695ad6826bc8477aeb407898b217a

https://preview.redd.it/5a50angk6n8h1.png?width=1803&format=png&auto=webp&s=f8b234d1d80fa2432a32fc7931a1111a2b3e9cf5

https://preview.redd.it/mxeagu5r6n8h1.png?width=461&format=png&auto=webp&s=38dcc3a645c10b80f4cf27c7cdbb677d4b63bb45

u/Strong_Fox_3959 — 15 days ago

Point alpha mask not working in Karma render

Hi,

I'm trying to use a mask attribute to drive the alpha/opacity of my geometry in Karma XPU.

It looks perfectly masked out and invisible in the Houdini viewport. However, as soon as I apply the MaterialX shader and render it, the alpha mask is completely ignored and the whole geometry renders as fully opaque.

https://preview.redd.it/729lueg17g4h1.png?width=800&format=png&auto=webp&s=24070bc3d5589ff7ea2813831a37fcd25840d586

alpha

https://preview.redd.it/tjtmdb3u7g4h1.png?width=1712&format=png&auto=webp&s=baa8ae97c9102aa0a50cb5bd67f73d97ee2e578b

https://preview.redd.it/26lep9h08g4h1.png?width=928&format=png&auto=webp&s=14b395443f6a5d1e3a1e962e4379946a88224bca

How do I make Karma XPU respect the point alpha attribute for material opacity?

Thank you for your help!

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u/Strong_Fox_3959 — 1 month ago

How to export mask in karma

Hi

I'd like to export scatter mask and fire mask in Karma.

I can export these with pyro bake volume node, but I don't know how to do this in Karma.

https://preview.redd.it/u6sdx4rqrp1h1.png?width=353&format=png&auto=webp&s=af74e1125279f67ffe8db7f2ad30deff8c74c446

https://preview.redd.it/nb39e4dnrp1h1.png?width=696&format=png&auto=webp&s=50d411db68b176fb943d8321234b4b121a0e67d8

^ This is what I can see when I exported scatter and fire mask in Mantra.

I don't need to do manually as the pyro bake volume included this.

https://preview.redd.it/vjwzghawrp1h1.png?width=1197&format=png&auto=webp&s=c930e0c83a22c15527d77ff4a82c1d20145f6897

^ If I'd like to render and export the scatter_mask and fire_mask passes in Karma.

How to do this in karma explosion shader?

Thank you for your advice and help !

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u/Strong_Fox_3959 — 2 months ago

how to apply pyro bake shader in karma

Hi

I'm trying to apply the material from a Pyro Bake Volume to Karma XPU, but it's not working properly.

When I use Karma XPU’s built-in pyro shader instead, the result looks quite different from the original Pyro Bake Volume.

Is there a proper way to transfer the Pyro Bake Volume shading to Karma XPU, or match the look more closely? Any tips would be appreciated.

pyro bake volume

https://preview.redd.it/gzhi2bzk1q0h1.png?width=1605&format=png&auto=webp&s=3e3f6691dd06d442d6332dc94532228ce808e0e2

https://preview.redd.it/2v83lywa2q0h1.png?width=1815&format=png&auto=webp&s=4ab05259d299df041a3f293b504edaccddc7af0f

^I tried to create and adjust pyro shader

https://preview.redd.it/nmtz0fdb2q0h1.png?width=730&format=png&auto=webp&s=e2147b1b619b4cf1ebe73efac63f5da7ba7c164e

https://preview.redd.it/2tuqk8qb2q0h1.png?width=777&format=png&auto=webp&s=7ec407ccdaba31f3eab23d32fcdec735ecea231b

In the Binding tab, it seems like scatter doesn’t work when the fields are left at their default values, so I tried changing the fields.

Thank you for your advice !

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u/Strong_Fox_3959 — 2 months ago