Evan Robinson

evanrudefx

About Me

freelance vfx
専門知識
VFX Artist
INDUSTRY
Film/TV

Connect

LOCATION
N/A, United States
ウェブサイト

Houdini Skills

Availability

I am available for Freelance Work

My Tutorials

obj-image Beginner
Sci-fi texture using Copernicus
obj-image Beginner
Cleaning Photoscans
obj-image Beginner
Tiling Textures with Random UV's
obj-image Beginner
Loopable Rainy Window

Recent Forum Posts

MPM Pin to Animation 2026年6月25日11:28

Sadly I don't think there is any way to do this currently. Looks like it's either on or off. Even though some pop nodes work with mpm, the mpm solver isn't based on the pop solver so not every pop node/attribute works. I was messing around with the targetv/airresist attributes to see if it works with mpm. That is usually my go-to for getting pop particles to appear partially pinned. targetv/airresist did effect the mpm simulation, but it didn't seem to work properly.

whitewater to ocean procedural displacement workflow 2026年6月25日10:56

Hello, you are exactly right. The white water needs the displacement from the ocean spectrum. You can do it at SOP level using the ocean sample layers in either vops or vex to displace the white water particles post-sim. It pretty much just grabs your spectrum file and displaces the geometry. You can flatten the edges to blend between simulated and the spectrum.

He talks about it in this playlist from sidefx youtube. He does it for the main flip sim, but he also talks about doing it for the white water in a different video later on in that playlist. Same process.

https://www.youtube.com/watch?v=SIZnWTUfg3I&list=PLXNFA1EysfYntCVwF5GfrbWEj5nbz4-Tz&index=2 [www.youtube.com]

edit: you can also grab your existing mask and use it for white water particles.

Directly Editing Graphs non-destructively in APEX 2026年6月25日10:20

esttri
You can use the fuse graph workflow this is designed exactly for that. It allows manual graphs edits that then get procedurally fused into the main rig graph.

I took a look at it. I don't think this avoids the issue I was referring to. The issue I had was the apex graph node stashes the input graph, so it doesn't get any changes made to the incoming graph. The docs say this about the input on the apex graph sop:

"The APEX graph geometry used as the initial graph to edit. After the graph is edited, the input is ignored. This input can also be a packed folder structure."

The incoming Base.rig graph is still stashed in apex graph sop, so if I make changes before the apex graph sop (like adding a new joint), they do not propagate into the apex graph. I have to reset the graph to fetch new updates, which then results in losing everything I did in the apex graph node.