Hi Edward
I was about to post my solution - which was pretty much what you suggested!
Thanks anyway
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Houdini Indie and Apprentice » Hpw to?....re orient particles after a collision event
- RicMiskimmon
- 13 posts
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Houdini Indie and Apprentice » Hpw to?....re orient particles after a collision event
- RicMiskimmon
- 13 posts
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Hi all
i have a simple scene (emitter grid, floor grid and a particle network) - this simple setup creates a flurry of ‘confetti’ like particles using Rotate/Force and an end Collision node - for when the particle hit the floor.
the actual geometry is created using the simple setup ( grid> CopySOP < POPnet )
It looks great apart from when the particles hit the floor - once they collide they are set to ‘stick’ leaving each particle object orientated to its last (rotated) position.
what would be the most efficient (and eloquent) way of re orientating the particles (grid shaped object) so that when they hit the floor they point in the UpVector (0,1,0) direction?
A pre emptive thanks to any kinder helpers!
i have a simple scene (emitter grid, floor grid and a particle network) - this simple setup creates a flurry of ‘confetti’ like particles using Rotate/Force and an end Collision node - for when the particle hit the floor.
the actual geometry is created using the simple setup ( grid> CopySOP < POPnet )
It looks great apart from when the particles hit the floor - once they collide they are set to ‘stick’ leaving each particle object orientated to its last (rotated) position.
what would be the most efficient (and eloquent) way of re orientating the particles (grid shaped object) so that when they hit the floor they point in the UpVector (0,1,0) direction?
A pre emptive thanks to any kinder helpers!
Houdini Indie and Apprentice » Generating Debris from custom geometry
- RicMiskimmon
- 13 posts
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Hi all
I have a pretty complex piece of geometry setup to smash on impact and intereact with a fluid - its looking great but I am having problems emitting particle Debris using the Debris tool.
I generated my ‘smash’ geometry in an external 3D app as I wanted really specific pieces (could not ‘control’ the Shatter SOP and Cookie Cutter SOP).
My main issue is creating the debris from the fracture/glue object surfaces. I am guessing there is something missing in my understanding (and networks) regarding emission groups?
Can someone help me out?
I have attached a very simple scene containing a pre cut ‘medallion’ shape that drops to the floor and shatters into four chunks. The chunks have different spacing between them to allow for different depths of ‘debris’ particles to be formed…….once I figure out how to form them
:roll:
Any help would be greatly appreciated…sadly due to work commitments I cant sit down on my own for a few days and figure it out on my own :x
I have a pretty complex piece of geometry setup to smash on impact and intereact with a fluid - its looking great but I am having problems emitting particle Debris using the Debris tool.
I generated my ‘smash’ geometry in an external 3D app as I wanted really specific pieces (could not ‘control’ the Shatter SOP and Cookie Cutter SOP).
My main issue is creating the debris from the fracture/glue object surfaces. I am guessing there is something missing in my understanding (and networks) regarding emission groups?
Can someone help me out?
I have attached a very simple scene containing a pre cut ‘medallion’ shape that drops to the floor and shatters into four chunks. The chunks have different spacing between them to allow for different depths of ‘debris’ particles to be formed…….once I figure out how to form them
:roll:
Any help would be greatly appreciated…sadly due to work commitments I cant sit down on my own for a few days and figure it out on my own :x
Houdini Indie and Apprentice » Apprentice HD license transfer
- RicMiskimmon
- 13 posts
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Houdini Indie and Apprentice » Apprentice HD license transfer
- RicMiskimmon
- 13 posts
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Hi all
In rather magnificent fashion I am moving job(internally) and part of the deal is a new PC and extra kit. Sadly I have just purchased a HD license for my soon to be redundant PC.
How easy (if at all) is it to transfer a license? Is it Node locked to an ethernet address?
In rather magnificent fashion I am moving job(internally) and part of the deal is a new PC and extra kit. Sadly I have just purchased a HD license for my soon to be redundant PC.
How easy (if at all) is it to transfer a license? Is it Node locked to an ethernet address?
Houdini Indie and Apprentice » Shatter/Cookie issue
- RicMiskimmon
- 13 posts
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I think it's an issue with the ‘Shatter’ tool (lets face it, it's too good to be true )
I have had awesome results with a relatively complex shape and terrible results with pretty basic shapes.
The best best is to manual cut and chop your geometry and then use them in Glue / Fracture DOP's
I have had awesome results with a relatively complex shape and terrible results with pretty basic shapes.
The best best is to manual cut and chop your geometry and then use them in Glue / Fracture DOP's
Houdini Indie and Apprentice » Penny Drop WIP
- RicMiskimmon
- 13 posts
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Motion Blur Sorted!
figured out the motion blur issue - for future reference guys make sure you flag ‘v’ on the Geometry|Render|Categories
*ahem* bit of a schoolboy error ops: :roll:
figured out the motion blur issue - for future reference guys make sure you flag ‘v’ on the Geometry|Render|Categories
*ahem* bit of a schoolboy error ops: :roll:
Houdini Indie and Apprentice » Penny Drop WIP
- RicMiskimmon
- 13 posts
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Hi all
I'm currently working through some Hydrodynamics (loving it). I have set myself a pretty decent challenge (recreating an advert I seen on UKTV) and as part of my research I have come up with the ‘penny drop’.
Check it out.
I have a question regarding Motion Blur on the ‘penny’. As part of my work flow I created a ‘penny’ object from an ‘Object Import’ node that imported the RGD solver containing the penny calculations. This allowed for easy animation scrubbing and allows me to potentially add extras to the ‘Penny Object’ (should I need to in the future)
My main problem is it does not appear to render with Motion Blur? All objects have been flagged as able to MB, as has Mantra (the water has MB)
What am I missing out or better still, what is the ebst way to take information from a Rigid Sim node and pass it onto separate objects?
Cheers
I'm currently working through some Hydrodynamics (loving it). I have set myself a pretty decent challenge (recreating an advert I seen on UKTV) and as part of my research I have come up with the ‘penny drop’.
Check it out.
I have a question regarding Motion Blur on the ‘penny’. As part of my work flow I created a ‘penny’ object from an ‘Object Import’ node that imported the RGD solver containing the penny calculations. This allowed for easy animation scrubbing and allows me to potentially add extras to the ‘Penny Object’ (should I need to in the future)
My main problem is it does not appear to render with Motion Blur? All objects have been flagged as able to MB, as has Mantra (the water has MB)
What am I missing out or better still, what is the ebst way to take information from a Rigid Sim node and pass it onto separate objects?
Cheers
Houdini Indie and Apprentice » Hollow Surfacing issue! (Fluid Surfacing Node Query)
- RicMiskimmon
- 13 posts
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AH! Solved it!
A very simple error (fed the wrong information into an ‘object_merge’ node) leading to a fluid surface with an interior and exterior!)
:roll:
A very simple error (fed the wrong information into an ‘object_merge’ node) leading to a fluid surface with an interior and exterior!)
:roll:
Houdini Indie and Apprentice » Hollow Surfacing issue! (Fluid Surfacing Node Query)
- RicMiskimmon
- 13 posts
- Offline
Hi all
I am currently learning Houdini and diligently working through various tutorials with an eye on producing some quality show reel work. I am particularly interested in the integration of DOP and Rigid Body simulations - a nice alternative to using RealFlow and traditional 3D apps.
I have been working on a variant of the “cookie dough” tutorial, it was a useful learning exercise however I am having one issue, namely the surface I have created is ‘hollow’. I have an internal space inside of the fluid - very cool effect but not what I wanted to have! I need a good old fashioned ‘solid blob’ so I can render it to look like Jelly (Jello to the Yanks! )
As you can see from the attached image I have a properly realised external and internal surface…how did I do this and more importantly…how the hell can I fix it?
I am currently learning Houdini and diligently working through various tutorials with an eye on producing some quality show reel work. I am particularly interested in the integration of DOP and Rigid Body simulations - a nice alternative to using RealFlow and traditional 3D apps.
I have been working on a variant of the “cookie dough” tutorial, it was a useful learning exercise however I am having one issue, namely the surface I have created is ‘hollow’. I have an internal space inside of the fluid - very cool effect but not what I wanted to have! I need a good old fashioned ‘solid blob’ so I can render it to look like Jelly (Jello to the Yanks! )
As you can see from the attached image I have a properly realised external and internal surface…how did I do this and more importantly…how the hell can I fix it?
Houdini Indie and Apprentice » Help Browser is locking up Houdini
- RicMiskimmon
- 13 posts
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I have had this happen a number of times. Your best accessing the help etc from a separate browser and not launching a help browser window in Houdini.
If it does lock up cancel the local host process
If it does lock up cancel the local host process
Houdini Indie and Apprentice » Has anyone got a good workflow for rendering Fog?
- RicMiskimmon
- 13 posts
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Houdini Indie and Apprentice » Has anyone got a good workflow for rendering Fog?
- RicMiskimmon
- 13 posts
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Hi all
I am new to houdini and I am loving it's feature set and node workflow. I am looking into the rendering / comping side of things and have struggled to find any clear tutorials or examples on how to create a fog render pass. Can anyone point em in the right direction or have some pointers for any of the FOG types?
Thanks in advance
I am new to houdini and I am loving it's feature set and node workflow. I am looking into the rendering / comping side of things and have struggled to find any clear tutorials or examples on how to create a fog render pass. Can anyone point em in the right direction or have some pointers for any of the FOG types?
Thanks in advance
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