Greg Bollella
GregBollella
About Me
専門知識
Generalist
業界:
Design
Houdini Engine
ADVANCED
Python
INTERMEDIATE
プロシージャルワークフロー | キャラクタ & アニメーション | VEX
BEGINNER
Environments | Animation | Hair & Fur | Cloth | Solaris
Availability
I am available for Contract Work
Recent Forum Posts
CHOPs to Add Noise to Keyframed Animation on APEX Rig 2025年9月4日9:17
Hi All! I'm working in H20.5 (can't wait to get to H21 but I'm on MacOS M-Series systems and it'll be a while before Otoy gets around to getting a H21 build for me
. I have just a simple question that seems like it should have a very simple and obvious answer but I'm struggling. So, I have a very simple APEX humanoid rig with FK and IK and controls. I would like to add noise to a keyframe animation (or the complete animation) via CHOPS nodes. But I just can't figure out how. I've tried many approaches. Any help would be greatly appreciated!!!
Thanks,
Greg

Thanks,
Greg
Per-Source Particle Cohesion in FlipSolverSOP Workflow 2025年6月10日11:40
Hi All!
I have five sources for a Flip Solver SOP. Currently, I have the nodes to allow me to color, apply velocity, and mesh the particles from each source *individually*.
What I would like to know:
How might I cause the particles of a particular source to stick together more tightly than to mix with particles from the other sources.
Note: I have the viscosity set to 100 and this goes a long way to keeping the particles of a source together but I'd like to lower the viscosity and get some nice swirly tendrils all flowing around each other but sticking together with only the particles of a source.
I've attached a hip file with what I have so far.
Thanks,
Greg
I have five sources for a Flip Solver SOP. Currently, I have the nodes to allow me to color, apply velocity, and mesh the particles from each source *individually*.
What I would like to know:
How might I cause the particles of a particular source to stick together more tightly than to mix with particles from the other sources.
Note: I have the viscosity set to 100 and this goes a long way to keeping the particles of a source together but I'd like to lower the viscosity and get some nice swirly tendrils all flowing around each other but sticking together with only the particles of a source.
I've attached a hip file with what I have so far.
Thanks,
Greg
Waveform Generation in MotionFX for Sequential Blend SOP 2025年5月20日7:57
cncverkstadI couldn't find either of those references. Could you post a link?
Find CHOP drive deform file on Odforce forum or Here on Forum. Use Quantize!
Also, I found a partially procedural solution. I animated a point along that curve above with a Carve SOP (animating the U percent) then used P.y to generate the values 0-2. This is ok-ish except I have to construct the curve differently for the number of variations of an attribute I want to blend. The above curve works for 3 versions of an attribute.
Any ideas for a fully procedural technique?
Cheers,
Greg