Julian Braun

GiovanniB

About Me

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Freelancer

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Germany
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Houdini Skills

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Recent Forum Posts

Rigid KineFX rig to Unreal Dec. 22, 2021, 9:28 a.m.

Hello! I'm trying to rig a procedurally generated geometry with KineFX, so I can animate it in Unreal.
The geometry consists only of non-deforming rigid parts. While I can move the parts with the rigpose SOP in Houdini (when it has Geo and the skeleton points in one stream), I need to put the rest geo and skeleton in different slots of the FBX character output. I tried the Capture Packed Geometry node, but then to FBX output or Bone Deform says it's missing the boneCapt attribute.

Any pointers?

Thanks, G.

FLuid droplets disapearing on surface July 9, 2019, 10:53 a.m.

Even at low particle separation some particles always become isolated at some point resulting in them loosing their volume and vanising from one frame to the next.

I can't show or post the project, but can try to put in a dummy geo … not sure if it will yield exactly the same problem though.

FLuid droplets disapearing on surface July 9, 2019, 5:34 a.m.

Hi there,
I have a FLIP sim with a geometry emerging from a tank. The geometry is round, so most of the fluid flows off nicely. However some droplets stay on top of it and intead of staying there or flowing off slowly, they just randmoly disapear.

Is there a way to make the droplets maintain it's volume? I tried settings like “limit refinement” and various particle seperation setting, substeps, etc.. I'm using the VDB from particles workflow btw.

thanks in advance for any help.

Best, G.