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Technical Discussion » Pyro: Large dust field
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- Benyee
- 30 posts
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Technical Discussion » Applying carved line with easing to "bornFrame" attribute
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- Benyee
- 30 posts
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Dean_19use particle
It works as the fit and the carve are a linear mapping. It breaks when I apply easing on to the carve.
Edited by Benyee - Nov. 10, 2022 22:35:46
Technical Discussion » HairGen spins around simulated guide hair.
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- Benyee
- 30 posts
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Currently using wire deform could be a workaround
Edited by Benyee - Nov. 2, 2022 07:13:19
Technical Discussion » Set boundary voxels density
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- Benyee
- 30 posts
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you can sample distance from the box for each voxel and use the distance value to make border volume
hope it helps
hope it helps
Technical Discussion » Update attribute only once
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- Benyee
- 30 posts
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anujraghavit seems the similar issue with this one,there might be some useful infomations
but somehow it gets updated every frame and its value is always current frame and is not locked to initial value.
Using a solver in Rbd Disconnected Faces [forums.odforce.net]
Edited by Benyee - Oct. 4, 2022 12:20:16
Technical Discussion » Poly Bevel issue with extruded object.
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- Benyee
- 30 posts
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In this case the n-sided polygons seem to cause the problem,not sure,but you can try triangulating them with remesh/divide SOP before extruding
Technical Discussion » Keeping unhidden nodes visible forever?
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- Benyee
- 30 posts
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try creating hscript file 456.cmd in your $HOME/houdniversion/scripts,
and add some stuff you want, say, opunhide Sop *
and add some stuff you want, say, opunhide Sop *
Edited by Benyee - Sept. 30, 2022 19:16:21
Technical Discussion » Deforming Mesh to Match Animation
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- Benyee
- 30 posts
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Tim-FraserBlendshape transfer possible [forums.odforce.net]
a simple example would be if I had two of the test pig heads, one with the original topology which is shaking it's head 'no' and the other which is static and has had it's nose stretched longer. How would I be able to take those two meshes and apply the head shake motion to the stretched nose pig?
and I guess you can refer to this post,hope it helps
Technical Discussion » VDB double to VDB float
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- Benyee
- 30 posts
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try just using "convertVDB" SOP with settings like this:
convert to: VDB
VDB Precision: 32bit
convert to: VDB
VDB Precision: 32bit
Technical Discussion » penetrating through ground
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- Benyee
- 30 posts
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some collision shape of those extremely thin and sharp pieces disappeared as the default "margin" value was tooo big in this case,
so try setting this value to 0 or .0001,
/obj/tube1/rbdbulletsolver1/"Collision Padding" in "Properties" tab(attention,not the one in "collision" tab)
so try setting this value to 0 or .0001,
/obj/tube1/rbdbulletsolver1/"Collision Padding" in "Properties" tab(attention,not the one in "collision" tab)
Technical Discussion » Flip Splash leaves little drops almost static in the air
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- Benyee
- 30 posts
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AndreasObergtry obj/geo1/fliptank1:Grid Scale with 1.5?hope it helps
looks a bit like a drop on a window slowly falling down. Any idea what is going on?
Technical Discussion » Vellum rippling/jittering troubleshooting
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- Benyee
- 30 posts
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I think use a mesh with lower resolution to simulate could be better,
for your scene file,I did these adjustments for reducing jittering,
I just tweaked some parameters like stretch damping ratio and bend stiffness of cloth,
and I added a shapematch with a very low value,
then some other adjustments for the solver as well,
see the marked nodes,hope it helps
for your scene file,I did these adjustments for reducing jittering,
I just tweaked some parameters like stretch damping ratio and bend stiffness of cloth,
and I added a shapematch with a very low value,
then some other adjustments for the solver as well,
see the marked nodes,hope it helps
Technical Discussion » Adding additional NURBS curves to a NURBS surface
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- Benyee
- 30 posts
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for extracting curve form surface,you can try couple of steps like this:
group the nurbs hull you want as "edge";
use "lab edge group to curve" to extract the curve(polygon);
then convert the curve to nurbs
group the nurbs hull you want as "edge";
use "lab edge group to curve" to extract the curve(polygon);
then convert the curve to nurbs
Edited by Benyee - Sept. 13, 2022 23:39:25
Technical Discussion » RBDs floating on FLIP-Fluid issue
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- Benyee
- 30 posts
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Technical Discussion » how to create group by color in 19.5
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- Benyee
- 30 posts
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Technical Discussion » How to bevel border edges ?
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- Benyee
- 30 posts
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for your situation,just try using extrude and then swap positions of border pts
Edited by Benyee - Sept. 2, 2022 06:46:50
Technical Discussion » Render specific area
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- Benyee
- 30 posts
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perhaps qlib tools(cam SOPs) can handle it conveniently
Edited by Benyee - Aug. 22, 2022 10:29:55
Technical Discussion » high resolution vdb collision breaks vellum
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- Benyee
- 30 posts
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just try toggling off the parameter:/obj/setup/dopnet1/vellumsolver1/gascollisiondetect1/"use pscale for SDF"
Edited by Benyee - Aug. 22, 2022 03:09:18
Technical Discussion » Converting edges to curves
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- Benyee
- 30 posts
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jttarigan
Hi,
I'm trying to convert my edges into curves like the image below. The idea is to randomly split the primitives (or faces?) with curves. I was able to divide it randomly by randomizing the point's position on a grid, but I couldn't convert it to a curve. Any idea how to do this?
I have this idea to divide the edges into lots of segments, loop through each point, and perform bezier-like calculations to modify its position. But it's too much work I guess and the result might not be that pretty. Any simpler solution?
the "curve to edge" node is handy for getting some curve like stuff from polygons,
based on that then we can get the edge group what we need for the edgecusp operation
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Technical Discussion » vellume grain suspend
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- Benyee
- 30 posts
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I tweaked couple of other parameters,grain collision related,and also frictions
Image Not Found
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