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Technical Discussion » how to create group by color in 19.5
- Benyee
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Technical Discussion » How to bevel border edges ?
- Benyee
- 56 posts
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for your situation,just try using extrude and then swap positions of border pts
Edited by Benyee - Sept. 2, 2022 06:46:50
Technical Discussion » Render specific area
- Benyee
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perhaps qlib tools(cam SOPs) can handle it conveniently
Edited by Benyee - Aug. 22, 2022 10:29:55
Technical Discussion » high resolution vdb collision breaks vellum
- Benyee
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just try toggling off the parameter:/obj/setup/dopnet1/vellumsolver1/gascollisiondetect1/"use pscale for SDF"
Edited by Benyee - Aug. 22, 2022 03:09:18
Technical Discussion » Converting edges to curves
- Benyee
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jttarigan
Hi,
I'm trying to convert my edges into curves like the image below. The idea is to randomly split the primitives (or faces?) with curves. I was able to divide it randomly by randomizing the point's position on a grid, but I couldn't convert it to a curve. Any idea how to do this?
I have this idea to divide the edges into lots of segments, loop through each point, and perform bezier-like calculations to modify its position. But it's too much work I guess and the result might not be that pretty. Any simpler solution?
the "curve to edge" node is handy for getting some curve like stuff from polygons,
based on that then we can get the edge group what we need for the edgecusp operation
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Technical Discussion » vellume grain suspend
- Benyee
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I tweaked couple of other parameters,grain collision related,and also frictions
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Technical Discussion » vellume grain suspend
- Benyee
- 56 posts
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just some suggestions,off "enable mass shock" of your solver,OR give "shock scaling Power" a very low value,say .005,
then lower the drag,say .01,hope these can help you
then lower the drag,say .01,hope these can help you
Technical Discussion » Creating masks in Volume Vops
- Benyee
- 56 posts
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I assume you want to add some noise to a mask area
I assume you want to add some noise to a mask area
ImaobongKennedy
Hello, please what is the best way to create masks in the volume vop so i can control the areas the noise affects.
Thank you!
konxompax
I would like to know this as well
thanks
I assume you want to add some noise to a mask area
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Technical Discussion » Transform points into a grid.
- Benyee
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swarmagentcan u attach the hair shell object?thx
Thank you BabaJ an cpb for the response, I really appreciate it.
I realized that I don't need to arrange the Primitives in a grid fashion. Honestly I just wanted to learn how to manipulate a set of clustered primitives, but I'm too dumb to understand Houdini's VEX. I've attached my files to show what I've been doing.
My goal is to go trough every cluster of primitives and generate strips that matches the the silhouette/volume of the curves.
UV the strips and bake out a texture. Basically, I'm trying to make a polygon strips from the curves and generate game friendly hair textures.
I know my goal this is of topic. Again, I appreciate your help. I just have a lot VEX learning to do.
Technical Discussion » How to use the new Volume Source SOP to add velocity into Flip Solver?
- Benyee
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pipecamaraHi,if you just add some velocity to flip simply,perhaps this is one of the motheds
Hi!
Since I started using Houdini 17, the changes made to volume source node doesn't let me achieve the same results:
I've used the volume source to add velocity (from a volume) in flip solver.
But this SOP (volume source) has changed in Houdini 17.
Houdini 16 was easy: just connect Volume Source to Flip Solver and chose the SOP Path (OUT volume with vel)
Does someone know how to connect the new volume source SOP to add velocity in Flip Solver?
Thanks.
Just add wrangle sop to custom a v.
Technical Discussion » rbd flip collision problem
- Benyee
- 56 posts
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Hi,does anybody know the problem and have solution,thanks in advanced.
i create a very simple scene with a flat tank and a rigid body ball,the ball is falling into water,when set “Creation Frame” of ball to 1(the same as flattank's),the simulation is ok;
but,when set it to other frame,say 10,flip will explode when ball touches…
i create a very simple scene with a flat tank and a rigid body ball,the ball is falling into water,when set “Creation Frame” of ball to 1(the same as flattank's),the simulation is ok;
but,when set it to other frame,say 10,flip will explode when ball touches…
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Edited by Benyee - June 22, 2018 04:41:37
Technical Discussion » dynamically evolving cracks
- Benyee
- 56 posts
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You can use a active DOP node to control a increasing rbd group.Before this you should create a pre-fractured object with a increasing geometry group.
Houdini Indie and Apprentice » sss_problem
- Benyee
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aprendizdemago
Hi everbody.
I´m doing a tutorial about sss.
I´ve in vop surface a sss_multi is properly conected to my output, but the color surface don´t changes, in return the other parameters like bounce attenuation or intensity dimmer changes well, and other problem is that i think the pc.file don´t work properly and i donñt know why.
If somedody can help me …..
I attach the .hip file
I am not sure there is multi_sss vop surface node in H12.1.
The physical_sss node may be your need.
Houdini Indie and Apprentice » Jaggy fracture edges
- Benyee
- 56 posts
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brianBurke
you can use the same technique as this:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27192 [sidefx.com]
Great,brainBurke,I will give it a go.Thanks a lot.
Houdini Indie and Apprentice » Jaggy fracture edges
- Benyee
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rafaels
It's hard to say what is causing the problem in your setup, but I've slapped something quick together as a proof of concept and it seems to work fine.
Check the attachment.
Cheers
Nice.But how to achieve this for a iiregular/non-plannar object,say a vase.Any ideas?Thanks.
Technical Discussion » merge object using level set
- Benyee
- 56 posts
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