After merging what I know of the two scenes, I was able to boil my water. Yeah!
Unfortunately now, I am unable to render it. The fluid wants something that I don't know or understand. I tried to give it what it wants, but all I could get was the surface preview.
Does anyone have an idea why?
Found 7 posts.
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Houdini Indie and Apprentice » Water not reacting to moving bubble.
- Lancelot
- 7 posts
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Houdini Indie and Apprentice » Water not reacting to moving bubble.
- Lancelot
- 7 posts
- Offline
After revision, the way Chris does it, it is not possible to get a tank other than square.
I'm trying to do it into a sphere.
Still don`t know how to achieve this.
Pierre.
I'm trying to do it into a sphere.
Still don`t know how to achieve this.
Pierre.
Houdini Indie and Apprentice » Water not reacting to moving bubble.
- Lancelot
- 7 posts
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Indeed, it works nicely. The approach is different and I look into it.
Thanks a lot.
Pierre.
Thanks a lot.
Pierre.
Houdini Indie and Apprentice » Water not reacting to moving bubble.
- Lancelot
- 7 posts
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Hello everyone.
I build this scene from many tutorials on the web. I got my liquid stable into a sphere and I try to move particles inside to influence the liquid (sphere copied to point, transform to vdb) but nothing seems to work. I followed 2 tutorials that say relatively the same thing:
https://youtu.be/yZ70SR9xHUE [youtu.be]
https://youtu.be/Nrhu6-Y1d1I [youtu.be]
But it does work for me. I must be missing something basic.
I tried to strip down the scene to its minimum, but I can't find out what I am doing wrong.
Pierre.
I build this scene from many tutorials on the web. I got my liquid stable into a sphere and I try to move particles inside to influence the liquid (sphere copied to point, transform to vdb) but nothing seems to work. I followed 2 tutorials that say relatively the same thing:
https://youtu.be/yZ70SR9xHUE [youtu.be]
https://youtu.be/Nrhu6-Y1d1I [youtu.be]
But it does work for me. I must be missing something basic.
I tried to strip down the scene to its minimum, but I can't find out what I am doing wrong.
Image Not Found
Pierre.
Technical Discussion » Assign points to bone in python
- Lancelot
- 7 posts
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Hello everyone.
I have a geo destruction, and I am using a python script to generate a centered bone for every piece of the destruction.
Now, I would like the bone to control the piece it is associated with.
Each piece's points have their own group.
How can I tell in python (or vex)to every points of a prim to follow at 100% weight the bone it is assigned to?
I have a geo destruction, and I am using a python script to generate a centered bone for every piece of the destruction.
Now, I would like the bone to control the piece it is associated with.
Each piece's points have their own group.
How can I tell in python (or vex)to every points of a prim to follow at 100% weight the bone it is assigned to?
Houdini Engine for Unreal » Game Dev Vertex Animation don't like packed piece in the second inputs in the dopnet
- Lancelot
- 7 posts
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Hello everyone. This is my second try to post this question. I don't see neither know where is my first post.
I have a simple voronoi fracture packed prim. The different thing I do is to pack part of the pieces together to make a big chunk that I connect to the second input of the dopnet. This way, I can make groups out of the two input and give different velocity to them. In houdini, it works great.
But when I use the Game Dev Vertex Animation to export it into Unreal, the big chunk part is offset for no reason.
If I remove the pack node before the dopnet, all is fine, but I do not have a big chunk.
My question is: Is there an other way to do this. I want the big chunk to go staight and the rest of the pieces to fall with gravity (in Unreal). I trie to understand the way glue works, without success. I added the file in the attachements.
I have a simple voronoi fracture packed prim. The different thing I do is to pack part of the pieces together to make a big chunk that I connect to the second input of the dopnet. This way, I can make groups out of the two input and give different velocity to them. In houdini, it works great.
But when I use the Game Dev Vertex Animation to export it into Unreal, the big chunk part is offset for no reason.
If I remove the pack node before the dopnet, all is fine, but I do not have a big chunk.
My question is: Is there an other way to do this. I want the big chunk to go staight and the rest of the pieces to fall with gravity (in Unreal). I trie to understand the way glue works, without success. I added the file in the attachements.
Technical Discussion » RDB export to Unreal problem
- Lancelot
- 7 posts
- Offline
Hello everyone.
I am trying to do a collumn destruction to import into Unreal using the GameDev Vertex Animation(tried the stable 1.12 and the dev 1.15). If I only destroy the collumn, I have no serious problem to export to Unreal. But I try to attach many part of the destruction together using a “pack” sop and give them a bit of velocity with an attribut wrangle sop. In the dop network, I make a group of the rest of the pieces and give gravity only to them.
The result is a big chunk of the collumn flotting around with little pieces falling everywhere. Perfect.
The problem, is that when I import into Unreal, the big chunk is moved on the side, for no apparent reason (see the pictures).
I tried to find a setting or a way around this, but I need the pack to keep the pieces in a big chunk, and this pack bugs the export to Unreal. I am stuck.
I am trying to do a collumn destruction to import into Unreal using the GameDev Vertex Animation(tried the stable 1.12 and the dev 1.15). If I only destroy the collumn, I have no serious problem to export to Unreal. But I try to attach many part of the destruction together using a “pack” sop and give them a bit of velocity with an attribut wrangle sop. In the dop network, I make a group of the rest of the pieces and give gravity only to them.
The result is a big chunk of the collumn flotting around with little pieces falling everywhere. Perfect.
The problem, is that when I import into Unreal, the big chunk is moved on the side, for no apparent reason (see the pictures).
I tried to find a setting or a way around this, but I need the pack to keep the pieces in a big chunk, and this pack bugs the export to Unreal. I am stuck.
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