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  4. In case anyone else in the world ever needs this, I found the answer--"targetw" has to be included in the constraint attributes to be overridden.
  5. So I know to get the wheels going using the RBD car rig and the bullet solver you have to override motor_target, goal_twist_axis, and goal_up_axis in the constraints tab of the bullet solver (SOP level). That does the trick for speed and steer, but the brakes still aren't working. What do I need to override for aggressive braking? (I'm using two different car rigs--one for a semi, the other for a trailer, both packed and merged.)
  6. A bit late, but maybe it helps someone else: You can also just give your initial particles an attribute with full numbers only (0,1,2...), then have flip interpolate this for reseeded particles (list under attributes to interpolate in the reseeding tab). This means particles with any number that is not a full number (1.01,5.92...) is 99.9% gonna be a reseeded particle.
  7. @ellietarrant + file on Github https://github.com/jhorikawa/HoudiniHowtos/tree/master
  8. Yeah! so far i have something like this, but I can't seem to figure out the branching for the ice https://youtu.be/EajYgwiNt4g frost.karmarendersettings.0073.exr
  9. If you can share the .hip file, I think I could give you more detailed advice, but if you search for things like “VDB Growth” you should be able to find several tutorials. https://www.youtube.com/watch?v=eBH4MFU8V2Q
  10. Something like this https://www.vecteezy.com/video/71757823-frost-on-the-window-stock-photo-5656560 @ellietarrant
  11. I want to create a realistic ice growing effect across a 3D object, currently I am using the entagma procedural snowflake as a guide for the code to create the inital growth across the object, and then turing that the particle spread from spheres into a vdb. However, I want to focus on creating hoar frost as well as dripping icicles; any advice on how I can achieve this effect? Also I am a beginner at Houdini
  12. New video on how USD Render Prims work and how to use the new Render Pass prim.
  13. Earlier
  14. Hi there, SkyFloor Generator V1.5.4 some fixes and shortcut for triplanar parameter un color correct in Material Library interface. https://www.youtube.com/shorts/P6UFUpKXRt4 Thank you.
  15. It’s safest to treat Find Shortest Path SOP as a Dijkstra-style weighted shortest-path solver. Houdini’s docs describe shortest-path computation in terms of running Dijkstra’s algorithm (for shortest paths on a graph), and the Find Shortest Path SOP is exactly “shortest paths along mesh edges with customizable costs.” https://www.sidefx.com/docs/houdini/nodes/sop/attribfill.html?utm_source=chatgpt.com
  16. You can recreate it by using @Cd.r as a mask and applying lerp(). blend_yi.hip
  17. The most accurate and simplest method is to use Houdini Engine.
  18. sparse solver not working? Help help
  19. What is SkyFloor? It’s a specialized HDA designed for Solaris (LOPs) that creates a fully synchronized HDRI lighting setup and a procedural floor (with puddles, wetness, or studio cyclorama modes) in seconds. Key Features in Version 1.5.3 Integrated Polyhaven Browser: Deep integration with Polyhaven. Browse thousands of HDRIs, models, and textures directly within the HDA. Auto-Connect Pipeline: A smart logic that automatically manages your stage hierarchy. Independent HDRI Multipliers: New Diffuse and Specular multipliers for fine-tuned lighting control without affecting your backplate. Smart MaterialX Engine: Automated creation of MaterialX/USD materials with proper Color Space management (ACEScg/Linear) for Karma Magic Match & Auto-Horizon: One-button tools to analyze your HDRI and perfectly align the floor perspective and exposure. AMD MaterialX integrated Avalaible on Gumroad. https://hipfreak.gumroad.com/l/dnrpln [hipfreak.gumroad.com] Hope you enjoy. NAim
  20. No need to do it in each frame, before tarnsform main body add points to rotation center of each rotor. Than apply transform to body, in rotor rotation transform refer pivot point to points you add before.
  21. it's a long animation, I can't place it manually for every frame, and the body is moving. it is symmetric 3.3313 x 3.33132
  22. you need to check pivot point position. looks like it not in the rotation center
  23. The body in grey is moving. The main rotor in orange and tail rotor in red are rotating based on $CEX $CEY $CEZ, and are supposed to follow the motion of the body, but it's jittery and keeps moving from it's place. Am i doing it wrong? is it doable with transform or do I have to use APEX for this kind of animations? main Rotor animation transform tail transform node
  24. @Librarian I wanted to express the natural falling of half a drop from a large, plopping drop. The @border attribute was just for trial and error to separate things. It has no special meaning... Test 1: I added horizontal noise to only @border inside the DOP. Test 2: I multiplied vertical v on only @border to make it accelerate original force node.
  25. Just One question?? To you.. so that you can Answer your question Also. In your File, @border attribute , Please explain Usage of that attribute, purpose ??? Thanx
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