Hayden Cremer

HaydenCremer

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Recent Forum Posts

Scale metaball by bounding box size? Jan. 28, 2019, 6:34 p.m.

Hi Guys,

For a tool i'm working on i need the radius of my metaball to be affected by the size of a painted region from a terrain, can anybody suggest how this would be done? It needs to change as the user paints but i'm getting stuck on the exact terminology of the code i would need to type into the region field on the metaball, this is what i currently have typed into the radius field on the metaball but it isn't working:

getpointbbox_size(/obj/leaf_pile/“bound1”, 0)

Any suggestions would be greatly appreciated!



Flip particles multiplying on their own Oct. 4, 2018, 2:39 p.m.

Hi Guys!

So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook below the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying.

Any suggestions as to how to stop this would be really appreciated!

https://vimeo.com/293416866 [vimeo.com]

Password: hc

geo/volume lights wont animate with geo/volume June 11, 2018, 7:13 a.m.

BabaJ
I think it's because you have competing light intensities such that you can't see the smokes geolight.

The only thing I've changed in your scened is turn the geolight to ‘yellow’ and turned down/off your other two lights.

Thank you for having a look at my scene BabaJ!

I've managed to get it working, it wasn't really working before because the volume in the pyroImport isn't the actual squab that i'm using, as the smoke has a trail that is slowly evaporating it was recognizing it as one whole entity rather than just the object leading the smoke. I set the object to the fluidSource that is feeding the dopNet and now it just glows up the base volume before it is converted to smoke, this is much more like the effect i was going for. Thank you for all your help!

I've attached the updated render.

https://vimeo.com/274470473 [vimeo.com]
Password: hc