Dominic Sewell


About Me

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Recent Forum Posts

Procedural Spline generator from Houdini to Unreal Oct. 10, 2019, 7:04 a.m.

Konstantin Magnus
Post a screenshot from UE4 if you like! Also don't hesitate to ask..

Hi there Im trying to achieve a similar effect to david above, what ive noticed is when rotating my ue4 spline from its base actor position my mesh becomes skewed.

Do you gave any recommendations on how to fix this issue? (below are images of a two point spline and the same spline rotated 30 degrees)


Why is my Color Transfer Offset? July 1, 2019, 12:56 p.m.

Hi Guys,

Im trying to achieve this stepped layering effect on my mesh and figured the correct approach woould be to use a shatter boolean with multiple cubes (which i have colored differently) and then transfer my Cd attributes across however although i am getting the hoirzontal cuts across my mesh in the correct place as intended, the color transfer is offset (almost as if my exactly half of the original cubes height)

Why is this occuring / how can i make sure the color transfer occurs only between the cut lines ?

Thanks in advance guys!

Secondary Edge Fraturing? Sept. 9, 2018, 12:25 p.m.

Hi all,

This is my first post and im new to houdini coming from traditional modelling so go easy on me

My question comes from a Houdini Webinar back in 2016 with Mike Lydon in which he very briefly describes running an already fractured mesh through a for each loop in order to apply a secondary fracture to the edges of each piece.

video can be found at this time stamp : []

Through some investigation ive found that i can take the inital fracture and scatter points along the edges of them using the ends node before my scatter. My question is how can i then contrain this secondary fracture to only my new beveled area? and furthermore access each ‘group to fracture’ piece when inside the for each loop?


Dom Sewell