I can give it a try
https://www.youtube.com/watch?v=C18DApmOg4k [www.youtube.com]
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Technical Discussion » Anyone know how to do this?
- A-OC
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Houdini Lounge » "parent" packed object to packed fragment of dop sim?
- A-OC
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Houdini Lounge » PolyBridge to Nearest Prim
- A-OC
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Technical Discussion » Ocean foam displacement
- A-OC
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Technical Discussion » Ocean foam displacement
- A-OC
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Houdini Learning Materials » Fiberglass type mesh / material
- A-OC
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Technical Discussion » Unsolvable problem - flip tank, voronoi PLZ HELP ..
- A-OC
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Technical Discussion » multiple flip sources / volume velocities and one solver
- A-OC
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Technical Discussion » Guided Ocean - bad render
- A-OC
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Hello, I'm trying to achieve the effect shown in this video: https://vimeo.com/204806144 [vimeo.com] around the 2 hour mark.
The flip's dynamics seem to behave perfectly as far as I can tell, but when I render I get this strange result.
The only settings I've deviated from the defaults are Ocean Spectrum Resolution Esponent to 10, wavetank Ocean Source Size to 30 12 30, and Particle Separation to 0.06.
Any ideas ?? Thanks.
The flip's dynamics seem to behave perfectly as far as I can tell, but when I render I get this strange result.
The only settings I've deviated from the defaults are Ocean Spectrum Resolution Esponent to 10, wavetank Ocean Source Size to 30 12 30, and Particle Separation to 0.06.
Any ideas ?? Thanks.
Technical Discussion » Finding Normal Distance to Zero-Thickness
- A-OC
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Hey, I just devised a way to do it in 1 frame, all inside a point wrangle:
Convert your geometry to SDF, vdb from polygons, fill interior. Then in the point wrangle create a for loop, and start sampling the sdf in small steps, like ray marching, starting from each point towards the inside along the normal. The sampled values will be decreasing, starting from 0. So just when they start to increase back, break the loop and store the sampling distance as an attribute.
Edit: You might want to consider using the sdf gradient vector instead of the point normal as your direction vector.
Convert your geometry to SDF, vdb from polygons, fill interior. Then in the point wrangle create a for loop, and start sampling the sdf in small steps, like ray marching, starting from each point towards the inside along the normal. The sampled values will be decreasing, starting from 0. So just when they start to increase back, break the loop and store the sampling distance as an attribute.
Edit: You might want to consider using the sdf gradient vector instead of the point normal as your direction vector.
Edited by A-OC - 2018年11月29日 22:13:44
Work in Progress » The H17 Inflate tool
- A-OC
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Houdini Indie and Apprentice » Flip not sticking on object
- A-OC
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Houdini Indie and Apprentice » Path Object "Position" cannot be keyframed on 17?
- A-OC
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You need to delete the expression ( $FF/$RFEND ) set by default in the position parameter in the follow path chop.
Houdini Indie and Apprentice » Sphere as emmitter for smoke and light
- A-OC
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Houdini Indie and Apprentice » Chiseled Geometry
- A-OC
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Technical Discussion » Finding Normal Distance to Zero-Thickness
- A-OC
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Ok, so how about: Inside a solver sop, shoot a ray ( intersect function in vex ) along the point normal towards the eroding mesh, so that when it no longer hits it you record the last succesful distance.
Edit: Also you should check that your hit point doesn't jump, cause that means your ray missed the spot for which it was intended.
Edit: Also you should check that your hit point doesn't jump, cause that means your ray missed the spot for which it was intended.
Edited by A-OC - 2018年11月27日 17:47:33
Technical Discussion » Finding Normal Distance to Zero-Thickness
- A-OC
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Houdini Indie and Apprentice » Animted Texture from cOps
- A-OC
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Houdini Indie and Apprentice » Animted Texture from cOps
- A-OC
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opimg/comp1/null1
Drag the cop node onto the string field on the shader, then prepend op:
Drag the cop node onto the string field on the shader, then prepend op:
Edited by A-OC - 2017年10月13日 21:54:42
Technical Discussion » Can't Import MOST Geometry
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