I may be confused, but you want to basically create procedural bots, then have a sim for cables per bot? (like connected to them? what about the jacket?)
Why not use TOPS to wedge out each bot and then sim?
I assume you mean like a few seconds sim, per bot, where the cables are moving?
And this gif is not your final animation, where you actually want a sim to change every few frames based on the head as it rotates?
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Technical Discussion » One mutation every frame and a Vellum sim needed but ..?
- HM_2020
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Technical Discussion » One mutation every frame and a Vellum sim needed but ..?
- HM_2020
- 43 posts
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very cool but what are you asking? to sim the leather coat? or "cables" (dont see any) on the bots face? your gif does not really explain?
Technical Discussion » H19 Karma no camera motion blur
- HM_2020
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Houdini Lounge » XPU tests (with sample scene)
- HM_2020
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Hey all, thanks for the awesome 19 updates!
I need to add some flares to glittery particles, does XPU have any fancy bloom and flare post stuff like RS?
Cheers!
I need to add some flares to glittery particles, does XPU have any fancy bloom and flare post stuff like RS?
Cheers!
Technical Discussion » Any idea why? FLIP Sim losing cache in memory when scrubbing
- HM_2020
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Hey guys, weird behavior lately in 18 and not sure if its something I've set or something that can be changed?
When I do a FLIP sim cached in memory, lets say 1001-1100, and then hit esc on frame 1075 to check on it, scrub timeline etc….instead of stopping on 1075, it will pop back in the timeline (lets say to 1025) and somehow I lose all the sim in memory from 1025-1075. Strange random frame as I definitely was on frame 1001 when I hit play.
I swear this never happened before… it would always stop simming on the frame I was on, and I could easily scrub anywhere up to its fame without loss.
Also I usually set my Mplay range to be $RSTART+1 so it does not go to the first frame and reset the sim, which usually would just make a Mplay sequence etc. Now it seems to sometimes ignore the +1 and jump to the first frame, lose the sim in memory and resim!
Really doing my head in as its never been an issue, so I wonder have I set something or has this changed in 18?
*yes I have enough memory set in the cache on the DOP, etc…
Cheers!
When I do a FLIP sim cached in memory, lets say 1001-1100, and then hit esc on frame 1075 to check on it, scrub timeline etc….instead of stopping on 1075, it will pop back in the timeline (lets say to 1025) and somehow I lose all the sim in memory from 1025-1075. Strange random frame as I definitely was on frame 1001 when I hit play.
I swear this never happened before… it would always stop simming on the frame I was on, and I could easily scrub anywhere up to its fame without loss.
Also I usually set my Mplay range to be $RSTART+1 so it does not go to the first frame and reset the sim, which usually would just make a Mplay sequence etc. Now it seems to sometimes ignore the +1 and jump to the first frame, lose the sim in memory and resim!
Really doing my head in as its never been an issue, so I wonder have I set something or has this changed in 18?
*yes I have enough memory set in the cache on the DOP, etc…
Cheers!
Edited by HM_2020 - May 5, 2020 05:22:20
Technical Discussion » Glue not breaking with magnet force.
- HM_2020
- 43 posts
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Technical Discussion » Seams / Bunching in Vellum
- HM_2020
- 43 posts
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Stop complaining!
Watch the Vellum Masterclass videos! You can select points, select edges, draw, paint, whatever! You can do everything fast and easy or complex too.
Watch the Vellum Masterclass videos! You can select points, select edges, draw, paint, whatever! You can do everything fast and easy or complex too.
Technical Discussion » Seams / Bunching in Vellum
- HM_2020
- 43 posts
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Nothing in H is easy! :p
Have you watched any of the Vellum masterclasses? They go into details about how to use constraints, and other attrs to control vellum.
One way would be to use something like this to control other attributes like glue strength on constraints or stiffness and rest length. All of these can be controlled to make wrinkles. So yes you can use an image sequence if you wanted.
https://forums.odforce.net/topic/41755-vellum-use-cd-attribute-to-animate-rest-length/?do=findComment&comment=199731 [forums.odforce.net]
Here are a few hacked together samples using an image seq to shape things.
Have you watched any of the Vellum masterclasses? They go into details about how to use constraints, and other attrs to control vellum.
One way would be to use something like this to control other attributes like glue strength on constraints or stiffness and rest length. All of these can be controlled to make wrinkles. So yes you can use an image sequence if you wanted.
https://forums.odforce.net/topic/41755-vellum-use-cd-attribute-to-animate-rest-length/?do=findComment&comment=199731 [forums.odforce.net]
Here are a few hacked together samples using an image seq to shape things.
Edited by HM_2020 - Nov. 19, 2019 19:05:30
Technical Discussion » Seams / Bunching in Vellum
- HM_2020
- 43 posts
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Mate, it is a copy, in plain sight.
Looks like an image map used to create wrinkles, if it was nCloth, easy.
I am sure it is possible in Vellum, maybe not as easy.
Stop complaining.
Looks like an image map used to create wrinkles, if it was nCloth, easy.
I am sure it is possible in Vellum, maybe not as easy.
Stop complaining.
Edited by HM_2020 - Nov. 19, 2019 12:27:42
Technical Discussion » new RETIME node flickering issue FLIP cache
- HM_2020
- 43 posts
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Hey guys, trying to retime a FLIP sim cache, and even starting at 1.25 as suggested here - still getting some flickering… any ideas how to fix? Cheers!
https://www.sidefx.com/forum/topic/59321/?page=1#post-273194 [www.sidefx.com]
Also any chance there is a new UPRES RETIME for FLIP like the GasUp Res node? Would be great to slow down flip and fill in the gaps!
Cheers!
https://www.sidefx.com/forum/topic/59321/?page=1#post-273194 [www.sidefx.com]
Also any chance there is a new UPRES RETIME for FLIP like the GasUp Res node? Would be great to slow down flip and fill in the gaps!
Cheers!
Technical Discussion » Particle Fluid Surface Node - Mesh 2 together?
- HM_2020
- 43 posts
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Silly me, I forgot to use a VDBreshape to “gloop them together”, which as you can see in 1st image is working where the particles meet.
Now the issue is, how do I make this only happen only where the points/mesh meet, not all the drops away from the core as I lose their detail.
Cheers!
Now the issue is, how do I make this only happen only where the points/mesh meet, not all the drops away from the core as I lose their detail.
Cheers!
Edited by HM_2020 - Feb. 14, 2019 10:16:18
Technical Discussion » Particle Fluid Surface Node - Mesh 2 together?
- HM_2020
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Technical Discussion » Particle Fluid Surface Node - Mesh 2 together?
- HM_2020
- 43 posts
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Hey fluid masters, is it possible to combine 2 Particle Fluid Surface nodes? I am getting better “gloop” and tension in the meshing of 2 different sims using PFS. VDBs, not so much. Even using VDB to Particle Fluid Surface is not as good as PFS.
See where it simply Boolean Unions and doesn't Mesh them together like the Particle Fluid Surface node?
Cheers!
See where it simply Boolean Unions and doesn't Mesh them together like the Particle Fluid Surface node?
Cheers!
Technical Discussion » POP Curve Force, @oncurve - how to?
- HM_2020
- 43 posts
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Hi,
I am killing particles based on their @oncurve value, everything works.
Once I add another curve to the equation, in geometry spreadsheet, every particles @oncurve is instantly 0.
To be clear, I am making separate new POP Curve nodes for each curve, not throwing several curves into one node.
How do I differentiate from different @oncurves from each curve?
Cheers!
I am killing particles based on their @oncurve value, everything works.
Once I add another curve to the equation, in geometry spreadsheet, every particles @oncurve is instantly 0.
To be clear, I am making separate new POP Curve nodes for each curve, not throwing several curves into one node.
How do I differentiate from different @oncurves from each curve?
Cheers!
Edited by HM_2020 - Feb. 9, 2019 20:08:31
Technical Discussion » Frozen Volume using Upres node
- HM_2020
- 43 posts
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Came across this effect by accident…just tweaking the Upres node. Am wondering how you masters would go about doing this?
Cheers!
Edited by HM_2020 - Jan. 23, 2019 08:52:42
Technical Discussion » How could I set default value of playbar "Loop mode" to something else...?
Technical Discussion » How could I set default value of playbar "Loop mode" to something else...?
- HM_2020
- 43 posts
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Technical Discussion » How could I set default value of playbar "Loop mode" to something else...?
- HM_2020
- 43 posts
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Technical Discussion » Pyro OpenCL vs CPU - Why do the sims differ?
- HM_2020
- 43 posts
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Cheers, sorry I meant Open CL using the GPU vs simply not using Open CL.
I didnt know (Atom on odforce mentioned)you can change it to Open CL CPU in the .env file.
So thats great, do some R&D with OpenCL GPU, then final sims with CPU Open CL!
I didnt know (Atom on odforce mentioned)you can change it to Open CL CPU in the .env file.
So thats great, do some R&D with OpenCL GPU, then final sims with CPU Open CL!
Technical Discussion » Pyro OpenCL vs CPU - Why do the sims differ?
- HM_2020
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Can someone please give me an indepth explanation as to why the CPU vs GPU sims look different?
I have noticed when making a fire sim, GPU gives a bit more streaky and jagged sim (better licks) than a CPU sim which tends to be a bit more billowy with more ‘shrooms’ or rounder shapes in general.
Sadly GPU crashes on any large scale sims yet I really like the look.
How can I get CPU sims to look as streaky and jagged as GPU?
Any tricks to stop a GPU sim from crashing?
Cheers!
I have noticed when making a fire sim, GPU gives a bit more streaky and jagged sim (better licks) than a CPU sim which tends to be a bit more billowy with more ‘shrooms’ or rounder shapes in general.
Sadly GPU crashes on any large scale sims yet I really like the look.
How can I get CPU sims to look as streaky and jagged as GPU?
Any tricks to stop a GPU sim from crashing?
Cheers!
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