old_schoolThanks for this!
Did a 30 second Google search wrt Lightwave, didn't find much... What I did find was scant reference to thickness being evaluated from a "surface thickness gradient". No other info so I am assuming that you need to bake a map out by rendering which fires rays??? Assumption here...
Whatever...
The firing rays works very well to evaluate thickness and you don't have to resort to the VOP SOP approach as you do have to correct those "perfect" cases such as fingers where the tips can fire right up to the shoulder anyway, and VOPs this means recursing over neighbours which means point clouds, blah. Just use a couple Attribute Promotes and a smooth.
Done.
See the attached file.
Found 11 posts.
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Technical Discussion » Measure Geometry Thickness
- cudarsjanis
- 11 posts
- Offline
Technical Discussion » Fabio Hair System
- cudarsjanis
- 11 posts
- Offline
Hi Pelos. Great news about the updated tool.
I have been working with the Fabio for last few days, and everything seems to be working, but still I`m getting this error:
'invalid syntax', ('opdefdk::Object/Fabio_Hair_System::1.8.00?PythonModule', 119, 4, ‘ ’)
Do you have any idea why that is happening?
Houdini version 15.5.565
Really love the cloth setup so I can make trailing hair interacting with static objects.
Thank you
I have been working with the Fabio for last few days, and everything seems to be working, but still I`m getting this error:
'invalid syntax', ('opdefdk::Object/Fabio_Hair_System::1.8.00?PythonModule', 119, 4, ‘ ’)
Do you have any idea why that is happening?
Houdini version 15.5.565
Really love the cloth setup so I can make trailing hair interacting with static objects.
Thank you
Technical Discussion » Fabio Hair System
- cudarsjanis
- 11 posts
- Offline
Technical Discussion » Fabio Hair System
- cudarsjanis
- 11 posts
- Offline
Thank you very much for this tool.
Just downloaded it.
I had some error when loading it on latest houdini, but everything seems to be working for now.
I need to grow hair following some curves, looks like this is the perfect tool for that. I will dive into it next few days.
I tried wire solver and houdini fur node, but this looks like way better way to do what I need.
Just downloaded it.
I had some error when loading it on latest houdini, but everything seems to be working for now.
I need to grow hair following some curves, looks like this is the perfect tool for that. I will dive into it next few days.
I tried wire solver and houdini fur node, but this looks like way better way to do what I need.
Houdini Indie and Apprentice » PFTrack to Houdini 14 - View Roto is missing
- cudarsjanis
- 11 posts
- Offline
Thanks for the reply.
My mistake was quite stupid. My IMG sequence wasn`t starting on frame one, because of the time code on footage. Exported the sequence with proper time code. and starting from a frame 001. and everything worked perfectly
My mistake was quite stupid. My IMG sequence wasn`t starting on frame one, because of the time code on footage. Exported the sequence with proper time code. and starting from a frame 001. and everything worked perfectly
bonsak
Hi
File sequences works fine here but quicktime doesn't.
Make sure you use “$F4” instead of the actual frame number when you load file sequences. If you tick “Show file sequence as one entry” in the file dialog before you click on the file, this will happen automatically.
-b
PS:
Just a friendly tip: If nobody answers a post here, ( which is not unusual ) it's probably because people are too busy or don't know or don't want to or some other perfectly legit reason.
Read the manual, search the net, use your imagination and figure it out yourself so you can help the next guy, or go and have a couple of beers. I don't know. If you want direct answers, Sesi support is your best bet. They are very responsive and very helpful.
In my opinion this forum is on of the best software forums i have ever used. Frequented by beginners in one end and super advanced professionals in the other. Everybody try to help the best they can and the tone is usually very polite and friendly.
Well, enough of me “mini ranting” Hope you figure it out.
Houdini Indie and Apprentice » PFTrack to Houdini 14 - View Roto is missing
- cudarsjanis
- 11 posts
- Offline
Why no one has replied to this one?
I just stumbled on the same problem.
Only single image works. No .movs, no IMG seq.
View Roto is gone ages ago. So how to view video with tracked points?
Thank you
I just stumbled on the same problem.
Only single image works. No .movs, no IMG seq.
View Roto is gone ages ago. So how to view video with tracked points?
Thank you
Work in Progress » Flip simulation + breakdown. Ocean
- cudarsjanis
- 11 posts
- Offline
https://vimeo.com/157423231 [vimeo.com]
My first VFX shot.
If I would have known how hard and time consuming it`s going to be, I would have chosen something more simple for the first project.
But I learned a lot by making this shot.
Hope you like it.
Janis
My first VFX shot.
If I would have known how hard and time consuming it`s going to be, I would have chosen something more simple for the first project.
But I learned a lot by making this shot.
Hope you like it.
Janis
Work in Progress » Venus Temple, Flip simulation + whitewater
- cudarsjanis
- 11 posts
- Offline
Flip simulation + RBD temple
around 60 mil flip + 50 mil at the peak foam+spray +bubbles
https://vimeo.com/153490031 [vimeo.com]
pass: houdini
any suggestions how to make it more dynamic?
I will of course add camera shake in post and move camera.
and ocean waves on top of flip.
Now the simulation is 300 frames.
I think I will bump it down to 240 and make Venus statue drop faster.
Also forgot to check stick on collision at the time when i was writing out flip.
SO gonna run this simulation again.
Just wanted to ask for some suggestions because want to make it better before spending 3 days on writing this out to disk.
Amends that I`m going to make now:
* check stick on collision
*maybe bump down velocity smoothing a bit so it\s more dynamic
*extend the foam life, so it stays longer
*bump down drag force on spray
Also wanted to ask about bubbles particles.
Is there any way to simulate them but not write out to disk ?
they take more than half of all the whitewater, but I\m not gonna use them.
If I cancel bubbles at all, then I get less foam particles, because when bubbles reach the surface they turn to foam, if I understand that correctly.
Thank you.
around 60 mil flip + 50 mil at the peak foam+spray +bubbles
https://vimeo.com/153490031 [vimeo.com]
pass: houdini
any suggestions how to make it more dynamic?
I will of course add camera shake in post and move camera.
and ocean waves on top of flip.
Now the simulation is 300 frames.
I think I will bump it down to 240 and make Venus statue drop faster.
Also forgot to check stick on collision at the time when i was writing out flip.
SO gonna run this simulation again.
Just wanted to ask for some suggestions because want to make it better before spending 3 days on writing this out to disk.
Amends that I`m going to make now:
* check stick on collision
*maybe bump down velocity smoothing a bit so it\s more dynamic
*extend the foam life, so it stays longer
*bump down drag force on spray
Also wanted to ask about bubbles particles.
Is there any way to simulate them but not write out to disk ?
they take more than half of all the whitewater, but I\m not gonna use them.
If I cancel bubbles at all, then I get less foam particles, because when bubbles reach the surface they turn to foam, if I understand that correctly.
Thank you.
Technical Discussion » Bullet + FLIP
- cudarsjanis
- 11 posts
- Offline
ctedin
Try caching out the rbd simulation, bring it back in as a bgeo file, make it a static mesh and add the fluid sum. Make sure to turn on deformable object.
Just did it last night at the end.
And just read it now here. So that means i figured out the right way.
Thank you
Just one more thing I can`t figure out.
How to constrain static object to dynamic object. because Im pushing this temple up with a static object at the bottom. so it makes this funky jump.
Any other way how to do that?
I could just transform all imported .geo
But that would loose realism a bit I think.
Technical Discussion » Bullet + FLIP
- cudarsjanis
- 11 posts
- Offline
Any suggestions how to make this simulation more stable. This is just a test one with high particle separation for flip.
Glue constrain holds everything together with strength -1. so everything should hold together like a rock. but when i run simulation with flip tank it becomes unstable.
without flip it`s all good.
Thank you
Glue constrain holds everything together with strength -1. so everything should hold together like a rock. but when i run simulation with flip tank it becomes unstable.
without flip it`s all good.
Thank you
Houdini Lounge » Bullet hard and spring network constraint basic setup
- cudarsjanis
- 11 posts
- Offline
Thanx a lot!!!
Joker386I got that now but it was very confusing to understand since you don't have any simple example to show you that.
To see the basics of the Constraint you should just check inside nodes of the any Constraint subnetwork ,I made an easier and clear network for you ,Check attached file 8)
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