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Found 73 posts.

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Houdini Indie and Apprentice » Custom normal rotation

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JasonLeandro
73 posts
オフライン
 2017年8月18日 18:21:00
I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y.

I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-.

I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane.

If anyone could help me or have any idea I would appreciate it!!!
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Work in Progress » Squashy effect!

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JasonLeandro
73 posts
オフライン
 2017年7月17日 13:21:36
So what I did was this:

Thanks to the AWESOME Noobini and his thread in OdForce, based in his “CheapAssCollisionDeform”

https://www.youtube.com/watch?v=kGGJrVbf0-M [www.youtube.com]

I did the inverse of it!

This solution was working but it was giving me some unstable results on the rest of the geometry, so based in the group of points that I had, I just did a group promote to have it as prims istead of points and that fixed everything!!
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Technical Discussion » Squashy effect!

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JasonLeandro
73 posts
オフライン
 2017年7月17日 13:21:20
So what I did was this:

Thanks to the AWESOME Noobini and his thread in OdForce, based in his “CheapAssCollisionDeform”

https://www.youtube.com/watch?v=kGGJrVbf0-M [www.youtube.com]

I did the inverse of it!

This solution was working but it was giving me some unstable results on the rest of the geometry, so based in the group of points that I had, I just did a group promote to have it as prims istead of points and that fixed everything!!
See full post 

Work in Progress » Squashy effect!

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JasonLeandro
73 posts
オフライン
 2017年7月14日 17:36:34
Hi node guys!

I have a question that i breaking my non-programing head.

I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way.

I'm not using FEM because it didnt work in this case, actually dont know why.

Thanks for any help or idea you can give me

Jason.
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Technical Discussion » Squashy effect!

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JasonLeandro
73 posts
オフライン
 2017年7月14日 17:36:05
Hi node guys!

I have a question that i breaking my non-programing head.

I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way.

I'm not using FEM because it didnt work in this case, actually dont know why.

Thanks for any help or idea you can give me

Jason.
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Technical Discussion » viscosity controlled by geometry

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JasonLeandro
73 posts
オフライン
 2017年6月23日 15:23:37
Old post, I know! BUT This help me a lot in what I had to do.

I had a character coming out of mud, but the viscosity value didn't stick enough mud/fluid on top of the character, so I created a color based attribute, multipling the viscosity only in where the color was, transfering the attrib with the sop solver.

Basically what I did was, instead of melting, adding viscosity/stick to the selected group.

Still trying to match the velocity of the character to have a more sticky mud on the surface.

And of course, wanted to say thanks for the files that help a lot!
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Houdini Indie and Apprentice » Particle rotate based in friction

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JasonLeandro
73 posts
オフライン
 2017年6月22日 19:46:05
At the beginning I was trying to solve this issue with POPs, but at the end I used packed objs to have the rotation and some color based groups to have the active points and make the packed objs move, based in this active points also added some dust to the scene.

This was used a lot of times so HDAs to the rescue!

Can't post the final scene or anything right know, but when I'm able to, I'll post it!!
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Houdini Indie and Apprentice » Particle rotate based in friction

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JasonLeandro
73 posts
オフライン
 2017年6月5日 16:42:37
Hi guys I have a question that is breaking my headoff.
I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up.

From this group I'm creating particles to simulate some kind of debri left behind of the falling “rock”.

The particles when are born they rotate until they hit the ground, but not when are falling or “sliding” in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look.

Any idea on how to get the particles rotate based on the friction or contact with the ground surface?

Thanks for any idea you can give me
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Technical Discussion » POPs stick/glue to geo

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JasonLeandro
73 posts
オフライン
 2017年3月13日 14:01:38
Hey Enivob,

Thanks for the link and idea, sadly it doesn't work, but that knowledge is awesome!

I need the particles to be stick not flowing in the mesh.

Actually kind of solved, I'm playing with pops and blendshapes to transfer the particles to another character.

But I would love to solve it just with pops, I think the movement it would look better.

Do you have any idea of how to achieve that with pops?

Thanks
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Technical Discussion » POPs stick/glue to geo

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JasonLeandro
73 posts
オフライン
 2017年3月13日 08:37:13
Hey nodeguys I'm trying to achieve a similar result done by Niels Prayer

https://vimeo.com/180307714 [vimeo.com]

I'm kind of stock transferring the particles to one object to the other.

For the moment I haven't been able to make the POP Attract or by other method to make the particles stick to the moving geo and after a few moments release and falldown to go back to another moving character.

The way I have achieve the “stick” part and the falldown for the moment is scattering points into the surface and in X frame of the animation make the POP network to his magic.

But after this I have no idea of how to pass it to the other character again.

Here is a sample of how I have managed for the moment.

I know there must be a better way to do it, but for the moment is the only one I could think of.

Any idea or help?
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Work in Progress » NodeTober

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JasonLeandro
73 posts
オフライン
 2016年10月2日 15:01:37
Hello my fellow Node-Artist, as you may know October is used as “inktober” for all the artist in the world.

I want to start #NodeTober for all the VFX artist, making some cool things in Houdini to perform our 3D/FX skills.

Who's with me?

Jason Leandro
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Houdini Lounge » Indie Engine for free?!

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JasonLeandro
73 posts
オフライン
 2016年4月6日 13:19:03
WOOO this is so amazing!!!!! Best news ever!!!
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Houdini Engine for Maya » PoPs cache to maya

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JasonLeandro
73 posts
オフライン
 2016年2月26日 18:01:48
Thanks for your fast reply.

I cache the sand particles, attach the files to a file SOP, it works perfectly in Houdini, then when i create the digital asset the cache don't work.

Maybe am missing a step.

-file SOP with the .bgeo cache files.
-Promote the file parameter (Geometry file) at the digital asset level.
-Loaded in Maya.
-Can't load the .bgeo files.

What am i missing here?

Again thanks.
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Houdini Engine for Maya » PoPs cache to maya

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JasonLeandro
73 posts
オフライン
 2016年2月26日 16:07:45
I think this is a no0b question. :? :?

In Houdini i made some cache files for a particles that is going to be rendered in Maya (am making sand).

As a Maya user migrating to Houdini (to make it my main tool) i know that Maya don't support the same amount of moving particles as Houdini does.

Does Maya read the cache made in Houdini when i send it like a digital asset?

Or there is another way to achieve this?? :? :?
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Houdini Indie and Apprentice » fatal error : illegal instruction.

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JasonLeandro
73 posts
オフライン
 2015年9月14日 12:40:24
I have the same error.

When i try to open a file that has particles, houdini crash.

Someone knows how to fix this problem?


Thanks
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Technical Discussion » Firework question

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JasonLeandro
73 posts
オフライン
 2015年8月31日 16:05:58
Someone has any idea on how to do this kind of firework.

I have been trying but my knowledge on houdini is still very poor, can you guys help me with some ideas.

Thanks.

Jason.
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Technical Discussion » Energy trail FX

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JasonLeandro
73 posts
オフライン
 2015年6月11日 15:47:43
I have to do this kind of FX

https://www.youtube.com/watch?v=j-Q7CAICf3c [youtube.com]

Some like that energy trail that quicksilver left behind.

I have tried with some of smoke simulation, but i cant make it look good, and have thing about some fluid simulation, but i really cant figure out how to do it properly.

Can someone help me, im kind of a rush here :shock: :shock: :shock:

Thanks
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Technical Discussion » Wave Controlled Shape like Surf Up

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JasonLeandro
73 posts
オフライン
 2015年1月19日 21:55:00
:shock: :shock: :shock: :shock:

Thanks Hideki, you´re awesome!!!
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Technical Discussion » Wave Controlled Shape like Surf Up

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JasonLeandro
73 posts
オフライン
 2015年1月19日 13:08:47
Thanks eetu i just take a look to the like you just post, it looks great!! I think it isn't finished, but after some research and due the time i have to do this shot, ill do it in a simple way, with particles, the animators will animate with the mesh i send it to them.
Thanks.
Jason.
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Technical Discussion » Wave Controlled Shape like Surf Up

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JasonLeandro
73 posts
オフライン
 2015年1月19日 10:55:03
This is what i need to do.

https://vimeo.com/64952582 [vimeo.com]

Can somebody help me on this one?

Thanks, Jason.
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