Greg Bollella

GregBollella

About Me

EXPERTISE
Generalist
INDUSTRY
Design

Connect

LOCATION
Redwood City, United States

Houdini Skills

ADVANCED
Python
INTERMEDIATE
Procedural Modeling  | Character Rigging  | 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 Sept. 4, 2025, 9:17 a.m.

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

Per-Source Particle Cohesion in FlipSolverSOP Workflow June 10, 2025, 11:40 a.m.

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

Waveform Generation in MotionFX for Sequential Blend SOP May 20, 2025, 7:57 a.m.

cncverkstad
Find CHOP drive deform file on Odforce forum or Here on Forum. Use Quantize!
I couldn't find either of those references. Could you post a link?

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