Found 31 posts.
Search results Show results as topic list.
HOULY Daily Challenge » Day 19 | Worlds: Peak
- ajk48n
- 31 posts
- Offline
HOULY Daily Challenge » Day 12 | Animals: Fur
- ajk48n
- 31 posts
- Offline
HOULY Daily Challenge » Day 10 | Motion: Slow-mo
- ajk48n
- 31 posts
- Offline
HOULY Daily Challenge » Day 9 | Motion: Growth
- ajk48n
- 31 posts
- Offline
HOULY Daily Challenge » Day 5 | Motion: Wave
- ajk48n
- 31 posts
- Offline
Quantum mechanics wave solution for the electron. I'm not entirely sure if this counts, since I converted this algorithm over to vex a few months ago.
https://vimeo.com/435463922 [vimeo.com]
https://vimeo.com/435463922 [vimeo.com]
Edited by ajk48n - July 5, 2020 09:23:07
HOULY Daily Challenge » Day 4 | Elements: Fire
- ajk48n
- 31 posts
- Offline
Technical Discussion » Disable Vellum collisions for specific primitives
- ajk48n
- 31 posts
- Offline
I'm using the glue as you mentioned to create clumps in the hair. But I'm more after selective collisions with external objects. Say that I want all of the hair to collide with the head, but only half the hair to collide with a different external object. I was hoping for a way to do selective collisions like that.
Or were you saying that Glue could somehow be setup to help with that scenario?
Or were you saying that Glue could somehow be setup to help with that scenario?
Technical Discussion » Disable Vellum collisions for specific primitives
- ajk48n
- 31 posts
- Offline
Thanks for confirming there isn't a way to do that. Glad to know I wasn't missing something simple. Do you know if there is a plan to add attributes for that control?
Are there other methods for pairwise collisions for hair within Vellum at the moment?
Are there other methods for pairwise collisions for hair within Vellum at the moment?
Technical Discussion » Disable Vellum collisions for specific primitives
- ajk48n
- 31 posts
- Offline
Hi all,
I've got a hair setup using Vellum, and I would like to disable collisions on specific objects for specific hairs. Is there any way to specify, per point or primitive, what objects the hair can collide with?
Thanks
I've got a hair setup using Vellum, and I would like to disable collisions on specific objects for specific hairs. Is there any way to specify, per point or primitive, what objects the hair can collide with?
Thanks
Technical Discussion » RBDs, Flip, and Source Sinks
- ajk48n
- 31 posts
- Offline
Hi everyone,
I'm having some trouble working with rbds, flip, and source sinks together. I'm trying to make a dry ice simulation.
For my setup, I have a a container with flip inside of it. Then I drop 3 rbd cubes into it. The cubes are brought in through a rbdfracturedobject.
Simply like this, everything interacts nicely.
I want the cubes to be dry ice, and cause the water to evaporate away into steam. So, I use a dopimport to bring the cubes back into SOP land. Then I scatter some points on their surface, and copy spheres to them. The scatter has a constantly changing seed value.
These spheres are piped into a fluid source, and used as a sink volume. That sink volume is then brought back into the dop network and put into the post-solve step on the flip solver.
Both the rigid body solver and the flip solver are mutually colliding.
Depending on flip settings, this can either be stable or unstable (although usually unstable). When the sim starts everything is fine and the sink volume starts to be generated on the cube surfaces. Everything is fine for maybe 10-30 frames. Then the whole sim freaks out, and I get either the boxes ejected violently from the flip area, or the the flip particles eject themselves.
Does anyone have any thoughts on how to fix the instability, or a different way of setting this up?
Thanks
I'm having some trouble working with rbds, flip, and source sinks together. I'm trying to make a dry ice simulation.
For my setup, I have a a container with flip inside of it. Then I drop 3 rbd cubes into it. The cubes are brought in through a rbdfracturedobject.
Simply like this, everything interacts nicely.
I want the cubes to be dry ice, and cause the water to evaporate away into steam. So, I use a dopimport to bring the cubes back into SOP land. Then I scatter some points on their surface, and copy spheres to them. The scatter has a constantly changing seed value.
These spheres are piped into a fluid source, and used as a sink volume. That sink volume is then brought back into the dop network and put into the post-solve step on the flip solver.
Both the rigid body solver and the flip solver are mutually colliding.
Depending on flip settings, this can either be stable or unstable (although usually unstable). When the sim starts everything is fine and the sink volume starts to be generated on the cube surfaces. Everything is fine for maybe 10-30 frames. Then the whole sim freaks out, and I get either the boxes ejected violently from the flip area, or the the flip particles eject themselves.
Does anyone have any thoughts on how to fix the instability, or a different way of setting this up?
Thanks
Edited by ajk48n - June 19, 2018 22:00:10
Houdini Indie and Apprentice » Basic material connections with smoke
- ajk48n
- 31 posts
- Offline
Hi,
I have what I hope is a simple questions about connections with a Material Builder.
I have a simple object turned into a vdb that has density with a material applied. The material is a constant smoke.
If I change the smoke color on the material, then I see the smoke color change in the render.
However, when I hook a Constant field up as an input to the smoke color, then I am left with just black. I've changed the constant to Color and set it to blue.
Is there any reason I shouldn't be able to pipe in something to a Material Builder?
I've attached the file for reference, I assume I am missing a very basic step.
Thanks for any help
I have what I hope is a simple questions about connections with a Material Builder.
I have a simple object turned into a vdb that has density with a material applied. The material is a constant smoke.
If I change the smoke color on the material, then I see the smoke color change in the render.
However, when I hook a Constant field up as an input to the smoke color, then I am left with just black. I've changed the constant to Color and set it to blue.
Is there any reason I shouldn't be able to pipe in something to a Material Builder?
I've attached the file for reference, I assume I am missing a very basic step.
Thanks for any help
Technical Discussion » Edit button icon with python
- ajk48n
- 31 posts
- Offline
Answering my own question for future reference. Someone at work pointed out to me that this can be done with tags.
The relevant part of the ButtonParmTemplate is:
The relevant part of the ButtonParmTemplate is:
tags = {"button_icon": "$HOME/Desktop/tractor.png"}
Edited by ajk48n - July 20, 2017 23:22:47
Technical Discussion » Edit button icon with python
- ajk48n
- 31 posts
- Offline
Hi,
I'm creating an otl's parameter interface with python and I would like to add an icon to a button. I can do this in the interface by adding something to the Button Icon field in the Type Properties window. However, I can't find a reference in the docs of how to do this via Python.
Anyone have an idea?
Thanks
I'm creating an otl's parameter interface with python and I would like to add an icon to a button. I can do this in the interface by adding something to the Button Icon field in the Type Properties window. However, I can't find a reference in the docs of how to do this via Python.
Anyone have an idea?
Thanks
Houdini Learning Materials » Best practices within Houdini
- ajk48n
- 31 posts
- Offline
Thanks for all the good suggestions. And I hadn't seen that network-specific recommendations document before, that's good as well.
If there's any other good ideas, keep them coming.
If there's any other good ideas, keep them coming.
Houdini Learning Materials » Best practices within Houdini
- ajk48n
- 31 posts
- Offline
Hi everyone,
I'm looking for advice on best practices in Houdini when joining a team. I'm interested mostly in things that advanced Houdini users would want juniors to know. Things like organization of the node graph, common naming techniques, etc.
Both positive skills to have, as well as things that may be annoying (like having a huge node graph with no arrangement or notes about how it works)
I've looked around online for this but mostly just found tutorials for beginners. I'm more interested in what common improvements or mistakes a junior might make within a production environment.
Thanks
I'm looking for advice on best practices in Houdini when joining a team. I'm interested mostly in things that advanced Houdini users would want juniors to know. Things like organization of the node graph, common naming techniques, etc.
Both positive skills to have, as well as things that may be annoying (like having a huge node graph with no arrangement or notes about how it works)
I've looked around online for this but mostly just found tutorials for beginners. I'm more interested in what common improvements or mistakes a junior might make within a production environment.
Thanks
Technical Discussion » Cloth and hair interaction
- ajk48n
- 31 posts
- Offline
I'm trying to get cloth and hair to interact. More specifically, I have a surface with hair setup on it, and then I'm dropping a cloth over grid over it. I would like the hair to flatten underneath the cloth.
This works when the cloth comes straight down onto the hair. However, when the cloth begins to slip, the hair does not get pushed down by the sides of the cloth.
I have tried adding thickness to the cloth in the cloth SOP, as well as messing with a lot of the solver time settings in case a more detailed simulation was needed.
Here is an image showing some results. As you can see, on the top of the sphere the hair behaves well, but as soon as the cloth slips over the side, the hair no longer reacts correctly and sticks through the cloth
I've also attached my hip file. Does anyone have any suggestions?
Thanks
This works when the cloth comes straight down onto the hair. However, when the cloth begins to slip, the hair does not get pushed down by the sides of the cloth.
I have tried adding thickness to the cloth in the cloth SOP, as well as messing with a lot of the solver time settings in case a more detailed simulation was needed.
Here is an image showing some results. As you can see, on the top of the sphere the hair behaves well, but as soon as the cloth slips over the side, the hair no longer reacts correctly and sticks through the cloth
I've also attached my hip file. Does anyone have any suggestions?
Thanks
Edited by ajk48n - April 4, 2017 18:13:00
Houdini Learning Materials » Cloth tearing in Houdini 16
- ajk48n
- 31 posts
- Offline
Thanks for the quick reply and the sample file.
I'd like to confirm one other thing though. The solid fracture tool does not work on a grid, is that correct?
I'd like to confirm one other thing though. The solid fracture tool does not work on a grid, is that correct?
Houdini Learning Materials » Cloth tearing in Houdini 16
- ajk48n
- 31 posts
- Offline
Hi,
Are there any examples of how cloth tearing and fracturing work in Houdini 16? When clicking on “Enable Tearing” on the cloth solver and “Enable Fracturing” on the cloth object, my cloth with teach all of its polygons individually apart.
From what I understand, I should be able to affect this by adding a fractureapart attribute however this doesn't seem to affect anything.
Also, the docs don't actually make any reference to the Fracturing tab on the Cloth Object.
Does anyone have any ideas?
I've attached a simple example file of where I was able to get to.
Thanks
Are there any examples of how cloth tearing and fracturing work in Houdini 16? When clicking on “Enable Tearing” on the cloth solver and “Enable Fracturing” on the cloth object, my cloth with teach all of its polygons individually apart.
From what I understand, I should be able to affect this by adding a fractureapart attribute however this doesn't seem to affect anything.
Also, the docs don't actually make any reference to the Fracturing tab on the Cloth Object.
Does anyone have any ideas?
I've attached a simple example file of where I was able to get to.
Thanks
Edited by ajk48n - March 30, 2017 12:38:47
Work in Progress » Grass flattening in Houdini 16
- ajk48n
- 31 posts
- Offline
Hmm, I'm not entirely sure what those channels are. The only thing I can think is to check the CHOP network that is driving the furdirection attribute.
Although those channel names aren't anything like what I used.
I know the hair system has had some changes in the last week or so of daily releases, so maybe there's a mismatch between the version I made it on and the version you are using?
Although those channel names aren't anything like what I used.
I know the hair system has had some changes in the last week or so of daily releases, so maybe there's a mismatch between the version I made it on and the version you are using?
Technical Discussion » Simulating Hair on animated alembic geometry
- ajk48n
- 31 posts
- Offline
After some more experimentation with this, I've realized that the simulation as well as the the guide deform or not working properly. Hair is either not sticking accurately to the mesh, or at each frame the hair is getting redistributed around the mesh in slightly different places.
This leads me to think that I've missed something fundamental about either importing an alembic cache or applying hair to an imported alembic cache.
Does anyone have any pointers or know of any tutorials about adding hair to an alembic cache?
Thanks
This leads me to think that I've missed something fundamental about either importing an alembic cache or applying hair to an imported alembic cache.
Does anyone have any pointers or know of any tutorials about adding hair to an alembic cache?
Thanks
-
- Quick Links