I don't seem to be getting any results from the bend-stiffness. I have set a group, added an attribute create for the groups called bendstiffness. Then set my bend super high….. and nothing
Ive attached another images to outline my setup
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Technical Discussion » isolating vellum to keep parts rigid
- lemmingsammy
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Technical Discussion » isolating vellum to keep parts rigid
- lemmingsammy
- 37 posts
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Thanks for the super quick response, I have tried that yes. Would you use Cd in the bend stiffness?
Technical Discussion » isolating vellum to keep parts rigid
- lemmingsammy
- 37 posts
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HI guys so i have a vellum question. Is there a way in vellum to isolate areas of an affected area so that they stay rigid but still follow the dynamic movement of the rest of the object. I have attached images
The first image shows the little prongs i want to stay rigid after the object gets stretched,
The second image shows its result. see deformed prongs.
The first image shows the little prongs i want to stay rigid after the object gets stretched,
The second image shows its result. see deformed prongs.
Image Not Found
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Technical Discussion » Match animation constraint when using the vellum solver inside of dops
- lemmingsammy
- 37 posts
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HI does anyone know how to use the keep the matched animation found in the vellum constraint node from working when using the vellum solver inside dops. If works fine when solving in SOP lovel, but looses all of the aniamtion when solving in dops.
Technical Discussion » Baked point level animation as a fluid object
- lemmingsammy
- 37 posts
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Technical Discussion » Baked point level animation as a fluid object
- lemmingsammy
- 37 posts
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HI all,
So I have an alembic file that has baked point level animation within it and have a flip fluid set to particle field, (to match each point) Is there a way to make the flip fluid follow the alembics point position? I have tied pop positron and field force, but i cant work it out. Im sure you Houdini gods will laugh at the simplicity of getting this to work.
Thanks
Sam
So I have an alembic file that has baked point level animation within it and have a flip fluid set to particle field, (to match each point) Is there a way to make the flip fluid follow the alembics point position? I have tied pop positron and field force, but i cant work it out. Im sure you Houdini gods will laugh at the simplicity of getting this to work.
Thanks
Sam
Technical Discussion » FLIP Fluids on baked alembic mesh not working
- lemmingsammy
- 37 posts
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Technical Discussion » UVS and FLIPTANK..update
- lemmingsammy
- 37 posts
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Thankyou so much for your reply and for the file. However a couple of issues are that the uvs don't stick to the points, the uv's seem to be generated on top of the object after the convert to vdb and not at point level. Also with this technique the alembic export don't include the UV info.
After a four days of experimentation and watching tutorials I;m starting to feel that this is little more complicated than it needs to be, or its probably my limited knowledge that's making me hit this wall. Has anyone managed to find a work around for this?
Thanks again
After a four days of experimentation and watching tutorials I;m starting to feel that this is little more complicated than it needs to be, or its probably my limited knowledge that's making me hit this wall. Has anyone managed to find a work around for this?
Thanks again
Technical Discussion » UVS and FLIPTANK..update
- lemmingsammy
- 37 posts
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Technical Discussion » Object emerging from ocean
- lemmingsammy
- 37 posts
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Technical Discussion » UVS and FLIPTANK..update
- lemmingsammy
- 37 posts
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So I have a very simple build, consisting of a flip tank and a flip solver with a custom volume velocity plugged in. I'm trying to keep the uvs after converting the points back to a VDB but they don't seem to be coming across correctly. Im using an attribute transfer to transfer them back.
Attached project
Thanks
Attached project
Thanks
Edited by lemmingsammy - Feb. 14, 2018 12:13:24
Technical Discussion » attribute interpolate with object merge
- lemmingsammy
- 37 posts
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jsmack, thank you so much for your guidance. I have managed to find a solution. Time to get deeper into learning vex
Technical Discussion » attribute interpolate with object merge
- lemmingsammy
- 37 posts
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Thank you ever so much for the reply, truly grateful! I have tried to implement your suggestions and i'm not being very successful.
So in my popnet I assigned a the popadvectvolume node, the advection type is set to update force as i only want to change the particle acceleration value, the velocity source is set to SOP (I think this is right)
Then directly below it i have added a popwrangle and added the vex code you suggested. minpos(). Im relatively new to Houdini and my vex knowledge is very very limited but realised that this will identify the closest point on my surface?
Anyways i have done all of this and nothing happens. I assume its my newbie knowledge that is letting me down here. is there a glaring embarrassing mess up that im doing here?
So in my popnet I assigned a the popadvectvolume node, the advection type is set to update force as i only want to change the particle acceleration value, the velocity source is set to SOP (I think this is right)
Then directly below it i have added a popwrangle and added the vex code you suggested. minpos(). Im relatively new to Houdini and my vex knowledge is very very limited but realised that this will identify the closest point on my surface?
Anyways i have done all of this and nothing happens. I assume its my newbie knowledge that is letting me down here. is there a glaring embarrassing mess up that im doing here?
Edited by lemmingsammy - Feb. 8, 2018 12:23:11
Technical Discussion » attribute interpolate with object merge
- lemmingsammy
- 37 posts
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Oh sorry. My apologies. I have attached the project file if anyone has time to take a look. I really appreciate the help
Thanks
Sam
Thanks
Sam
Technical Discussion » attribute interpolate with object merge
- lemmingsammy
- 37 posts
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Technical Discussion » attribute interpolate with object merge
- lemmingsammy
- 37 posts
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I have tried an unpack also.
the error is spitting out this
Error
Couldn't find float attribute for primitive (u,v,w).
the error is spitting out this
Error
Couldn't find float attribute for primitive (u,v,w).
Edited by lemmingsammy - Feb. 3, 2018 12:03:42
Technical Discussion » attribute interpolate with object merge
- lemmingsammy
- 37 posts
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HI, so I'm trying to get spawning pop particles to follow the position of a deforming mesh that has been bought in through an object merge node. I am using attribinterpolate but it seems to ignore it. It works fine when I use a standard geo node or a .abc file. Is there something im doing wrong with the object merge?
Houdini Indie and Apprentice » Geohandle
- lemmingsammy
- 37 posts
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Houdini Indie and Apprentice » Geohandle
- lemmingsammy
- 37 posts
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So I'm very new to vex and apologise in what is probably a very simple question but what is main purpose of geohandle?
Technical Discussion » Stitching .abc files
- lemmingsammy
- 37 posts
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