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  1. Past hour
  2. ok, I've found out, it get's this error when E gets value 0 from multiplication. If lowest number is bigger than that, it works.
  3. Today
  4. Hello, I'm using MPM solver. I'm using cutom noise ramp to mulitply E attribute. When mpm source is set to chunky it works. When I switch it to sandy, wich also have E attribute, when I run the sim I get errot that says NAN particle velocities were detected during integration! When I turn off noise ramp on E, everything works fine. I don't get it why multiplying E causes this. Any body knows a work around or had the same issue?
  5. Yesterday
  6. For Unreal Engine, the problem come from Epic Games. MaterialX materials must be .mtlx file referenced in USD. See this topic https://forums.unrealengine.com/t/usd-encoded-materialx-updated-for-ue5-6/2378503 From Unreal documentation, https://dev.epicgames.com/documentation/en-us/unreal-engine/interchange-materialx-reference-in-unreal-engine They recommend to use Substrate Materials which is working pretty well if you respect the version of MaterialX library used in UE5, version 1.38 (Houdini 21 use v1.39 with some new functions not present in v1.38)
  7. fencer Thanks for the very simple solution! fast_shrink2.mp4
  8. Try to decrease pressure damping ratio.
  9. Hi I’m animating the Rest Length Scale, but the shrink effect is too slow. Is there a good way to make it shrink much faster — more like a balloon snapping or collapsing instantly? fast_shrink.mp4 fastshrink.hiplc fast_shrink.mp4 fastshrink.hiplc
  10. Last week
  11. I want a camera to be locked to an RBD point - imagine a gopro strapped to someone's head, it follows position and rotations. The point has P and orient, but the /obj point constraint only considers P. How do I get the camera, or any obj container for that matter, to inherit the point-level orient? (it would be a Null the camera is parented to so I can still move the camera relative to the point). Some sort of transform matrix to convert from orient atribute I presume, but I don't know how this works in obj?
  12. Hello everyone, Is there an HDA out there that can help with retopology of clothing like in this Blender video? I can do it in MD, but it's rather tedious in some ways to get points to match up, and if I use the Topo Build node, I'm not exactly sure how to get matching points and snap them in place like Marvelous Designer does. Marvelous Designer, when you add a point on a seam, it creates a ghost point to snap to on the adjacent garment like in the screenshot... maybe I can create an HDA to do this? hmm....
  13. The problem was, in this instance, even though they had the same topology/faces, somehow the point count was different.... this was Style3d Atelier, I'll have to see if this will be the same in Marvelous Designer.
  14. Sorry I haven't followed up on this message, but I will try USD
  15. You can use this approach https://kiko3d.wordpress.com/2015/03/19/converting-houdini-not-commercial-files/
  16. I have no idea if this file works for anyone, but it gives a ton of errors to me, tried to reshape it but no luck
  17. Earlier
  18. This was an image render by AI, I was trying to achieve the same look manually. What the ways to get the same look of the center particle trees like shape? (tried find the shortest path method but not ideal)
  19. Particles motion to curves path to rasterized volume
  20. Hi, There are many ways to do this. Here is one way: float m = ch("multiplier"); float y = relbbox ( 0, @P ).y; @P.x += chramp("displace", y) * m;
  21. Awesome! looks promissing, seems easier then I thought. Thanks
  22. Hi; I have a metahuman character that I imported into Solaris through the SceneImport SOP. The MH character has all its materials inside material networks in the MHImportCharacterRig node in a geo network. I know that I can lock the viewport to Solaris and dive into the obj level mat network and work my way from there. But I was just wondering if this was at all possible. Thank you; AJ
  23. Search google houdini revolve, there are many examples of usecases. revolve.hipnc
  24. hello! i was watching a video online and found that the edge loops can be added with ramps.. and i find it quite efficient, i am not sure how this is done after trying a few methods like poly split and researching around ramps and points. could anyone share some guidance :)? thank you! video link here ( )
  25. Try popcollisionignore POP_Collider_Relationships_POP_Collision_Detect_v02.hipnc
  26. I am trying to create a Particle/Grain simulation in which I can control which particles collide with certain static objects. I have successfully set up the simulation using two methods but they both have shortcomings and am wondering if there is a more elegant solution. Ideally, the relationships could be determined on a POP source or POP group basis. First, I tried using POP Collision Detect nodes which works but cannot be used with Static Object Colliders and therefore the particles cannot cannot 'bounce' upon collision. Next, I tried using Collide Relationship nodes but had to merge multiple POP solvers in order to have two distinct POP objects that the Collide Relationship nodes can reference. This approach also works but the approach seems incorrect and will require redundant nodes to add things like forces to the entire simulation. Any help or guidance is greatly appreciated. POP_Collider_Relationships_Multiple_POP_Solvers.hiplc POP_Collider_Relationships_POP_Collision_Detect.hiplc
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