if i attach guide curves into a cloth object but i would like that the guides thickness also be consider in the simulation,
example you have a fur coat that fold in itself in the floor, therefor have thickness there for should not be just flat on the floor is it possible to generate the guides into the same sim loop and add a hair constrain?
i was able to do 2 sims, one for the cloth and a secondary for the guides, but... well the hair won't be considered for the motion of the cloth...
this is a small example.
(thanks, Tamte)
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Technical Discussion » is posible to make cloth interact with its fur?
- pelos
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Technical Discussion » primuv not recognized on point wrangler
- pelos
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has anyone seen this?
that primuv is not known in the wrangler?
(By curiosity can this be done inside vopsopos? with nodes? )
that primuv is not known in the wrangler?
(By curiosity can this be done inside vopsopos? with nodes? )
Technical Discussion » why when increasing vellum substeps with wire jumps?
- pelos
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i been analyzing the scene, since under vellum object we do have "compute missing orientation" thanks i didn't know about the
disableexternal, interesting that with one sub step doesn't consider the root very close to the surface and is all good, with substeps the root been collision does get weird. your pointwrangle deactive the root from been consider, and does work, (just on my craziness moving the lines/hairs farter (than the thickness)) did the trick as well (not that we want that but was just to check)
as always thanks for sharing your wisdom!
disableexternal, interesting that with one sub step doesn't consider the root very close to the surface and is all good, with substeps the root been collision does get weird. your pointwrangle deactive the root from been consider, and does work, (just on my craziness moving the lines/hairs farter (than the thickness)) did the trick as well (not that we want that but was just to check)
as always thanks for sharing your wisdom!
Technical Discussion » why when increasing vellum substeps with wire jumps?
- pelos
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... is interesting even trying with the guide deforms adding an orientation, or adding a timeblend to get the substeps at geometry level still same outcome...
i try different combinations and still... with higher substeps hairs are unstable.
could this be a bug?
i try different combinations and still... with higher substeps hairs are unstable.
could this be a bug?
Technical Discussion » why when increasing vellum substeps with wire jumps?
- pelos
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i just have a ball with hairs, with sub steps of one looks great, if i do 2 sub steps now they are super jumpy and every random frames will kinda pop... shouldn't increasing the sub steps ensure this doesn't happen?
any ideas or hint?
any ideas or hint?
Edited by pelos - July 28, 2023 18:11:32
Work in Progress » Hair Like Smoke? Looking for suggestions
- pelos
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make a circle, copy lines to the points in the circle
add mountain sop with animation, add v along the curves
make particles from the circle been advected by the velocity of the curves.
add mountain sop with animation, add v along the curves
make particles from the circle been advected by the velocity of the curves.
Work in Progress » Test of Kamar rendering human head skin
- pelos
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thought was an interesting scene, i think they are still porting mantra features into karma and slowly into xpu, since that one kinda just works with materialsX and i think the standard is behind of what normal vops have.
(Doing shaders in materialX is kinda painful compare normal Houdini nodes. plus, they don't have that many nodes yet.)
just adding some hairs with the new fabio material, / i was bored lol
(Doing shaders in materialX is kinda painful compare normal Houdini nodes. plus, they don't have that many nodes yet.)
just adding some hairs with the new fabio material, / i was bored lol
Solaris and Karma » how to render curves and geometry assign the material
- pelos
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Solaris and Karma » how to render curves and geometry assign the material
- pelos
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playing with solaris i have a ball and some curves like fuzzy hairs, i can render if i use mantra, but no idea what i am doing wrong, i assigned the material in the obj node.
is stage i import the scene, but just the ball show up any magical stuff that i need to do to get the curves and assign the material???
is stage i import the scene, but just the ball show up any magical stuff that i need to do to get the curves and assign the material???
Edited by pelos - July 26, 2023 01:19:29
Technical Discussion » How to pass a .py script to hython?
- pelos
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Technical Discussion » VERY high CPU temps
- pelos
- 621 posts
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Solaris and Karma » Karma and Curves/Hair/Fur
- pelos
- 621 posts
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Technical Discussion » Hair Specularity Loss in viewport
- pelos
- 621 posts
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working with hair don't really trust the opengl, better to have a karma viewport open.
Technical Discussion » Parting lines for hair
- pelos
- 621 posts
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till today i am not happy with how the partline works, so just just break the hair in sections
Technical Discussion » Simulation on Animated Curve (Vellum Hair)
- pelos
- 621 posts
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make an atribute along the curve, you create a uv base on the curve, pipe that into a ramp parameter and the ramp to a bind node with the attribute you want to drive along the curve
Solaris and Karma » Hairprocedural pipeline
- pelos
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i am not sure if the procedural in solaris is been use, the hair gen of the node is extremly powerfull we just have a display node above the hairGen and a null with the renderflag below. looks like is the same stuff just way easier to set up
Houdini Indie and Apprentice » How to add dust on fur
- pelos
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Technical Discussion » is it possible to grab primnum in a shader?
- pelos
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karma, i am just surprised that primnum or point num are not accessible by default and need to be store into the geometry.
Technical Discussion » is it possible to grab primnum in a shader?
- pelos
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i would like to be able to grab the primitive number and multiply for a random number, i want each of my primitive be different.
could make an attribute at sop level where:
@myprim_num = @primnum
but i don't want to store it as a attribute i think is unnecessary to add more data since is right there. any ideas? (hopefully works with materialsX)
Tanks guys
could make an attribute at sop level where:
@myprim_num = @primnum
but i don't want to store it as a attribute i think is unnecessary to add more data since is right there. any ideas? (hopefully works with materialsX)
Tanks guys
Technical Discussion » object merge using the output of another node
- pelos
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very nice form the UI! if you do / will show ALL the nodes inside and also that outputs
thought i would be needed to do a weird symbol or something like that!
thought i would be needed to do a weird symbol or something like that!
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