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Found 30 posts.

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Technical Discussion » Pyro: Large dust field

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Benyee
30 posts
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 April 29, 2023 19:37:18
Using pyro cluster might be an option.
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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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 Nov. 10, 2022 22:31:22
Dean_19
It works as the fit and the carve are a linear mapping. It breaks when I apply easing on to the carve.
use particle
Edited by Benyee - Nov. 10, 2022 22:35:46
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Technical Discussion » HairGen spins around simulated guide hair.

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Benyee
30 posts
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 Nov. 2, 2022 07:13:03
Currently using wire deform could be a workaround
Edited by Benyee - Nov. 2, 2022 07:13:19
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Technical Discussion » Set boundary voxels density

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Benyee
30 posts
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 Oct. 5, 2022 19:47:31
you can sample distance from the box for each voxel and use the distance value to make border volume
hope it helps
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Technical Discussion » Update attribute only once

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Benyee
30 posts
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 Oct. 4, 2022 12:16:38
anujraghav
but somehow it gets updated every frame and its value is always current frame and is not locked to initial value.
it seems the similar issue with this one,there might be some useful infomations

Using a solver in Rbd Disconnected Faces
[forums.odforce.net]
Edited by Benyee - Oct. 4, 2022 12:20:16
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Technical Discussion » Poly Bevel issue with extruded object.

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Benyee
30 posts
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 Sept. 30, 2022 20:16:36
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
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Technical Discussion » Keeping unhidden nodes visible forever?

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Benyee
30 posts
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 Sept. 30, 2022 19:15:35
try creating hscript file 456.cmd in your $HOME/houdniversion/scripts,
and add some stuff you want, say, opunhide Sop *
Edited by Benyee - Sept. 30, 2022 19:16:21
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Technical Discussion » Deforming Mesh to Match Animation

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Benyee
30 posts
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 Sept. 28, 2022 22:50:00
Tim-Fraser
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?
Blendshape transfer possible [forums.odforce.net]
and I guess you can refer to this post,hope it helps
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Technical Discussion » VDB double to VDB float

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Benyee
30 posts
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 Sept. 28, 2022 22:24:41
try just using "convertVDB" SOP with settings like this:
convert to: VDB
VDB Precision: 32bit
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Technical Discussion » penetrating through ground

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Benyee
30 posts
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 Sept. 22, 2022 08:14:56
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)
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Technical Discussion » Flip Splash leaves little drops almost static in the air

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Benyee
30 posts
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 Sept. 21, 2022 18:53:01
AndreasOberg
looks a bit like a drop on a window slowly falling down. Any idea what is going on?
try obj/geo1/fliptank1:Grid Scale with 1.5?hope it helps
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Technical Discussion » Vellum rippling/jittering troubleshooting

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Benyee
30 posts
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 Sept. 14, 2022 06:11:25
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
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Technical Discussion » Adding additional NURBS curves to a NURBS surface

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Benyee
30 posts
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 Sept. 13, 2022 23:38:07
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
Edited by Benyee - Sept. 13, 2022 23:39:25
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Technical Discussion » RBDs floating on FLIP-Fluid issue

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Benyee
30 posts
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 Sept. 13, 2022 23:03:04
/obj/AutoDopNetwork/fliptank:gridscale 1.5
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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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 Sept. 6, 2022 03:22:32
try coding with some vex array stuffs?hope it helps
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Technical Discussion » How to bevel border edges ?

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Benyee
30 posts
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 Sept. 2, 2022 04:17:42
for your situation,just try using extrude and then swap positions of border pts
Edited by Benyee - Sept. 2, 2022 06:46:50
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Technical Discussion » Render specific area

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Benyee
30 posts
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 Aug. 22, 2022 09:31:01
perhaps qlib tools(cam SOPs) can handle it conveniently
Edited by Benyee - Aug. 22, 2022 10:29:55
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Technical Discussion » high resolution vdb collision breaks vellum

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Benyee
30 posts
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 Aug. 22, 2022 03:06:59
just try toggling off the parameter:/obj/setup/dopnet1/vellumsolver1/gascollisiondetect1/"use pscale for SDF"
Edited by Benyee - Aug. 22, 2022 03:09:18
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Technical Discussion » Converting edges to curves

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Benyee
30 posts
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 July 26, 2022 04:02:34
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
Image Not Found
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Technical Discussion » vellume grain suspend

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Benyee
30 posts
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 July 19, 2022 07:41:32
I tweaked couple of other parameters,grain collision related,and also frictions
Image Not Found
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