How can i activate these cloth sheets one by one?
So that they all dont start falling at the same time.
I have attached the basic scene.
Cheers,
Tom
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Technical Discussion » Cloth Activate
- tomsvfx
- 54 posts
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Houdini Lounge » Basic Glass Fill
- tomsvfx
- 54 posts
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Thanks for the fix Rob!
But why does it happen with “thin” geometry, even though the collision volume/vdb is quite high rez and dont have any holes?
I kind of tought that FLIPs just need a good collision volume without holes and similar artifacts ops:
About the scene, I added POP Wind for air resistance to make it more stable, is this is a good practice on how to make FLIPs “stable” ?
How it currently looks:
I attached the scene because it might be useful to somebody
But why does it happen with “thin” geometry, even though the collision volume/vdb is quite high rez and dont have any holes?
I kind of tought that FLIPs just need a good collision volume without holes and similar artifacts ops:
About the scene, I added POP Wind for air resistance to make it more stable, is this is a good practice on how to make FLIPs “stable” ?
How it currently looks:
I attached the scene because it might be useful to somebody
Houdini Lounge » Basic Glass Fill
- tomsvfx
- 54 posts
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havent realy used Flips in houdini, so i have this realy basic problem….
So I have set up this scene from shelf tools, and it seems i cant figure out how to make a basic glass fill with fluid, it just dosnt fill up, it seems like particles are been deleted….
I have attached my test/example scene.
I hope someone can explain me why its not working.
Thanks in advance,
Tom
So I have set up this scene from shelf tools, and it seems i cant figure out how to make a basic glass fill with fluid, it just dosnt fill up, it seems like particles are been deleted….
I have attached my test/example scene.
I hope someone can explain me why its not working.
Thanks in advance,
Tom
Technical Discussion » JF Nested Dielectric in HtoA
- tomsvfx
- 54 posts
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https://support.solidangle.com/display/AFHUG/Third+Party+Shaders [support.solidangle.com]
Followed this tutorial again, and spotted that i forgot to add shader in procedurals map.
Followed this tutorial again, and spotted that i forgot to add shader in procedurals map.
Technical Discussion » JF Nested Dielectric in HtoA
- tomsvfx
- 54 posts
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Anyone knows how to get this in Houdini? I have never used custom shaders, that are not for Mantra, so I have no clue what one has to do to get this thing to work in HtoA
http://www.psyop.tv/…sourced-shader/ [psyop.tv]
I hope someone can guide me in right direction.
Thanks in advance,
Tom
http://www.psyop.tv/…sourced-shader/ [psyop.tv]
I hope someone can guide me in right direction.
Thanks in advance,
Tom
SI Users » Recreating ICE's "Modulate by Null"
- tomsvfx
- 54 posts
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I must say its not like one assets, but a bunch on nodes/assets. I think there were around 100 nodes, 42 base nodes and 47 experimental nodes.
You can download and find an install tutorial here:
https://github.com/qLab/qLib [github.com]
They also post some cool stuff on theyr facebook page demonstrating qlib in action and what new is coming.
https://www.facebook.com/qLibHoudini [facebook.com]
Cheers,
Tom
You can download and find an install tutorial here:
https://github.com/qLab/qLib [github.com]
They also post some cool stuff on theyr facebook page demonstrating qlib in action and what new is coming.
https://www.facebook.com/qLibHoudini [facebook.com]
Cheers,
Tom
Houdini Lounge » Triangulize with X method
- tomsvfx
- 54 posts
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check my file in attachement.
I made few variations on how to do this thing, but using OpenSubdivision Bilinear type, seems like will do what you need.
Its not specificly in X axis, but i dont see much of a difference, result is the same. Or i just dont understand what youre trying to achieve with this
Cheers,
Tom
Edit: checked pezetko post, now i understand what u need, well, atleast i tried
EDIT2:
I added another file, with new example, wich is closer to what you need. Added also some notes, if need to explain something just ask it.
Its not perfect, but it does something, and it can be used as a starting idea.
I made few variations on how to do this thing, but using OpenSubdivision Bilinear type, seems like will do what you need.
Its not specificly in X axis, but i dont see much of a difference, result is the same. Or i just dont understand what youre trying to achieve with this
Cheers,
Tom
Edit: checked pezetko post, now i understand what u need, well, atleast i tried
EDIT2:
I added another file, with new example, wich is closer to what you need. Added also some notes, if need to explain something just ask it.
Its not perfect, but it does something, and it can be used as a starting idea.
SI Users » A few things I could not find when I made the switch
- tomsvfx
- 54 posts
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grayOlorin
- drag and drop into houdini from explorer: This was not in SI, but I feel it could help a LOT for new people. Basically define bevaiours in houdini based on dragging and dropping files from OS into it.
Funny, I yesterday made an RFE for this feature.
Technical Discussion » Controling light contribution
- tomsvfx
- 54 posts
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Thanks, two lights seems like a good solution.
Maybe i can just turn shadows off for one light? Or that would brake some calculations?
Maybe i can just turn shadows off for one light? Or that would brake some calculations?
Technical Discussion » Controling light contribution
- tomsvfx
- 54 posts
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I checked this, totaly forgot to look there.
It does its job, but i tought that there would be some solution where i can control specific amount, not just on/off, but still its something.
It does its job, but i tought that there would be some solution where i can control specific amount, not just on/off, but still its something.
Technical Discussion » Controling light contribution
- tomsvfx
- 54 posts
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How can i control, how much specific light contributes, for example, to specular/diffuse/refraction seperatly?
In vray there are simple controls for this on each light, but i cant find somethng like this in houdini.
I know, i can do that in post by aov comp, but getting that done at rendertime would be better and faster.
Thanks in advance,
Tom
In vray there are simple controls for this on each light, but i cant find somethng like this in houdini.
I know, i can do that in post by aov comp, but getting that done at rendertime would be better and faster.
Thanks in advance,
Tom
Houdini Lounge » Houdini 13 Wishlist.
- tomsvfx
- 54 posts
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Multiple point selection, when creating curves.
*dont post about edit sop and adding another nodes, i dont see why this is not working like that straight ahead. Small but useful thing.
*dont post about edit sop and adding another nodes, i dont see why this is not working like that straight ahead. Small but useful thing.
Houdini Lounge » GStar "Destroy to construct"
- tomsvfx
- 54 posts
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Technical Discussion » artifact in displacement
- tomsvfx
- 54 posts
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Go to your object node, Render tab - > Dicing tab -> Ray Predicing change to Full Predicing.
This usualy fixes things for me.
This usualy fixes things for me.
Technical Discussion » problem with glue network
- tomsvfx
- 54 posts
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I created glue network in sop and used it in Dops.
At first frames everything is good, but suddenly glue network expands.
I attached images and scene file.
At first frames everything is good, but suddenly glue network expands.
I attached images and scene file.
Technical Discussion » 2nd fracture
- tomsvfx
- 54 posts
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I have scene where i have floor fracturing and falling down.
I cant figure out how to make those fractured pieces, fracture in air one more time, while they are falling.
Thanks in advance.
I cant figure out how to make those fractured pieces, fracture in air one more time, while they are falling.
Thanks in advance.
Houdini Indie and Apprentice » Good tutorials for learning VOP's?
- tomsvfx
- 54 posts
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Fresh stuff here:
http://www.sidefx.com/index.php?option=com_content&task=view&id=2199&Itemid=132 [sidefx.com]
and dont forget to check documentation!
some older stuff:
http://www.cmivfx.com/tutorials/view/101/Houdini+VEX+Volume+1 [cmivfx.com]
http://www.cmivfx.com/tutorials/view/137/Houdini+VEX+Volume+2 [cmivfx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=2199&Itemid=132 [sidefx.com]
and dont forget to check documentation!
some older stuff:
http://www.cmivfx.com/tutorials/view/101/Houdini+VEX+Volume+1 [cmivfx.com]
http://www.cmivfx.com/tutorials/view/137/Houdini+VEX+Volume+2 [cmivfx.com]
Houdini Lounge » Render farm for H12
- tomsvfx
- 54 posts
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Hi, im currently building full CG animation in Houdini, since there will be lot of rendering, I want to use render farms.
I checked Amazon cloud pricing, it was good solution for, me but I want know if there is other render farm solutions out there.
I dont have huge budget, so want to get best out of my money.
Thanks in advance,
Tom
I checked Amazon cloud pricing, it was good solution for, me but I want know if there is other render farm solutions out there.
I dont have huge budget, so want to get best out of my money.
Thanks in advance,
Tom
Houdini Lounge » Assets and vop ramps
- tomsvfx
- 54 posts
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Yeah, found how to do that.
It seems asking questions while working at night isnt the best idea, too simple things I cant solve. :? My parameter window was minimised, so From Node tab wasnt in sight, so I totally forgot about that
Thanks!
It seems asking questions while working at night isnt the best idea, too simple things I cant solve. :? My parameter window was minimised, so From Node tab wasnt in sight, so I totally forgot about that
Thanks!
Houdini Lounge » Assets and vop ramps
- tomsvfx
- 54 posts
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I have created network wich is modified with ramp parameter vop. I would like to create OTL, but problem is to create ramp in otl's interface wich can control ramp parameter from vops.
I hope i described enough my problem.
Ps. OTL will be cactus, whos main shape and spike geometry's deformation is handled by those ramps.
I hope i described enough my problem.
Ps. OTL will be cactus, whos main shape and spike geometry's deformation is handled by those ramps.
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