wetmap solver update (free hda)

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  • เผยแพร่เมื่อ 24 ม.ค. 2025

ความคิดเห็น • 40

  • @s7tmbr
    @s7tmbr 3 ปีที่แล้ว +2

    How handy, thanks for the HDA and your guide! This would have saved me a hour last week when I was scripting a wet solver for my latest render.

  • @hemanth1939
    @hemanth1939 3 ปีที่แล้ว

    Loved the way you explain things. ... especially how the wet attribute works

  • @evmlionel
    @evmlionel 3 ปีที่แล้ว +2

    dope one evan! thanks for sharing (:

  • @massimobaita7178
    @massimobaita7178 3 ปีที่แล้ว +1

    Thank You very much, Evan!

  • @jeffersonricardo
    @jeffersonricardo 3 ปีที่แล้ว +2

    Very informative thank you!

    • @evanrudefx
      @evanrudefx  3 ปีที่แล้ว

      Such information. Much help.

  • @marc1137
    @marc1137 2 หลายเดือนก่อน

    hi , my situation is im emitting vellum objects which i want get the color of some flip colliding , and in this situation seems sop solver is not working as the typical way to do wetmaps , not catching the prev frame even if cached, all examples i see around its always with some static mesh, your wetmap solver could fix this , keep the transfer attribute even on emiiting deformed objects?

    • @evanrudefx
      @evanrudefx  2 หลายเดือนก่อน

      Hello, I don't really understand your question. You want the wetmap to happen on a moving object? In the latest version of the wetmap in the settings you can enable animated source.

  • @argentinox
    @argentinox ปีที่แล้ว

    Thank you so much for this time saver tiny big tool ;)

  • @Forlaco
    @Forlaco 3 ปีที่แล้ว

    thanks for sharing!!
    Is there any way of usethis wetmap on moving surface?

  • @manuvlad
    @manuvlad 3 ปีที่แล้ว

    Great work, man! Excelent tool!

  • @RMAFIRE
    @RMAFIRE ปีที่แล้ว

    Spectacular ☑💎

  • @marcomedranomusic
    @marcomedranomusic 2 ปีที่แล้ว

    Excellent, how can you change the color from red to white to use it as a mask? Thanks!

    • @evanrudefx
      @evanrudefx  2 ปีที่แล้ว

      the color is for visualization, it doesn't affect how it is used or really have any other purpose.

    • @marcomedranomusic
      @marcomedranomusic 2 ปีที่แล้ว

      ​@@evanrudefx They wanted to make it black and white, so they could use it as a markup in another program like 3ds Max, but it only exports it to me in red. That's why I asked. Thanks!

    • @evanrudefx
      @evanrudefx  2 ปีที่แล้ว

      @@marcomedranomusic just add a color node and set it to ramp from attribute and use your wet attribute, then you can make it whatever color you want

    • @marcomedranomusic
      @marcomedranomusic 2 ปีที่แล้ว

      @@evanrudefx Great, another question. When input 1 is animated, the wet map doesn't calculate the animation right?

    • @evanrudefx
      @evanrudefx  2 ปีที่แล้ว

      @@marcomedranomusic no, might add to the next version sometime though

  • @NirbhikPaul-c3t
    @NirbhikPaul-c3t 6 หลายเดือนก่อน

    Thank you!

  • @gianniritschard9227
    @gianniritschard9227 3 ปีที่แล้ว

    Great tool! It seems to only take the input geometry at the first frame though without movement, is there also a way to make it work on moving geomety?

    • @evanrudefx
      @evanrudefx  3 ปีที่แล้ว

      Not sure what you mean, I only use it on moving geometry otherwise it's useless

    • @gianniritschard9227
      @gianniritschard9227 3 ปีที่แล้ว

      @@evanrudefx Yes I saw the video, it looks awesome btw :) But the ground that you generate the wetmap for is not moving as far as I can see. I mean moving geometry like an animated object that is getting hit by the fluid.

    • @evanrudefx
      @evanrudefx  3 ปีที่แล้ว

      @@gianniritschard9227 oh, I see what you mean. you can definitely do that but it needs a few modifications, I just never had to do that before. not sure off the top of my head, but it can be modified to do that

  • @왜못할거라생각해
    @왜못할거라생각해 3 ปีที่แล้ว +2

    thank you

  • @SishirBhandari-t6r
    @SishirBhandari-t6r ปีที่แล้ว

    Can you convert the hdalc to hda using Orbolt?

    • @evanrudefx
      @evanrudefx  ปีที่แล้ว

      no, but you can do nc to lc (apprentice to indie) but not indie to normal hip

  • @arkfx9986
    @arkfx9986 3 ปีที่แล้ว

    hi evan, I'm still learning houdini, just wanted to ask how do i apply this to the shader. thanks..

    • @evanrudefx
      @evanrudefx  3 ปีที่แล้ว

      are you using mantra, redshift?

    • @arkfx9986
      @arkfx9986 3 ปีที่แล้ว

      @@evanrudefx thanks for the reply, just mantra..

    • @evanrudefx
      @evanrudefx  3 ปีที่แล้ว +1

      @@arkfx9986 for your material you need a bind node. For the attribute put wet. Then plug that into a ramp parameter, then change that to be scalar. From there you can pretty much do anything. You can plug that directly into roughness. If you want to change the color you can drop a color mix node then plug the ramp into the bias of the color mix node then plug the color mix node into the diffuse of the material. That will allow you to change the color based on "wet".

    • @arkfx9986
      @arkfx9986 3 ปีที่แล้ว

      @@evanrudefx thanks for the reply..will give it a try later after work... big2x thanks...

    • @moizmalik47
      @moizmalik47 2 ปีที่แล้ว

      @@evanrudefx hey evan what do you mean exactly when you say "change that to be scalar" regarding the ramp parameter? thanks ..

  • @Hartproduktie
    @Hartproduktie 3 ปีที่แล้ว

    very helpful thanks

  • @pizola3285
    @pizola3285 3 ปีที่แล้ว +1

    Hi! already subscirbed long ago. I liked you hda but if I had to make a small change on it is that It is better (resolution and quality wise) to do you wetmaps on uv space within cops. You wont have to deal with jagged edges and a single polygon. Anyways, nice tutorial and waiting for more videos as always :D
    Video for reference:
    th-cam.com/video/CltAQdWek1M/w-d-xo.html

    • @evanrudefx
      @evanrudefx  3 ปีที่แล้ว +1

      Thanks, I was legit thinking maybe this could be a separate mode that I could add. Like uv mode. The wetmap solver is based off of something I did at a studio where they specifically said not to use uvs. But I agree it could be better in that way. I think entagma has a video on how to get an attributes to uv space, or something like that.

    • @pizola3285
      @pizola3285 3 ปีที่แล้ว

      @@evanrudefx Yeah! it shouldnt be so difficult to replicate. I´ve never dealed with them but I was thinking on doing some for a pyro fx. Again, thanks for your contributions, cya

  • @zhongpingyang1955
    @zhongpingyang1955 2 ปีที่แล้ว +1

    thank you