Dan Fitzgerald


About Me

Advertising / Motion Graphics


London, United Kingdom

Houdini Skills

Animation  | VEX
Procedural Modeling  | Digital Assets  | Character Rigging  | Pyro FX  | Fluids  | Destruction FX  | Python
Hair & Fur  | Cloth  | Solaris


I am available for Freelance Work

Recent Forum Posts

Blending sand grain sim with beach environment Feb. 15, 2024, 9:32 a.m.

I'm coincidentally working on a project with very similar needs at the moment!

The things I'm trying:
- delete some simmed grains randomly based on distance to edge (to give a gradient blending from the sim to the surrounds)
- add some random particles around the sim, to widen that gradient without adding more sim effort

In your case maybe some more noise displacement in the polygon beach to match the lumpiness of the sim could help blend it in?

I'd love to see if there are any other tips, good luck with it!

Sharing some quaternion functions in APEX Jan. 23, 2024, 4:19 a.m.

That's awesome thanks kodra! Have you added RFEs for these too? I added an RFE for a few utility bits in APEX and SideFX were pretty quick to add them (maybe mine were simpler to implement than these though).

APEX Changes - Houdini 20.0.592 Jan. 22, 2024, 4:56 a.m.

- An output port cannot be connected to more than one in-place input port.

Thanks Jonathan for the heads up on these changes. For this particular issue, is there a node to split the output, so I can keep sending the results of nodes through multiple streams? Does each split need to go through it's own Value<Type> node? (I've been using the Value nodes in my rigs but I'm still sort of guessing about when I need to use them!)