Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

newbee

Members
  • Content count

    47
  • Joined

  • Last visited

Community Reputation

6 Neutral

About newbee

  • Rank
    Peon

Personal Information

  • Name newbee

Recent Profile Visitors

1,233 profile views
  1. what is a good way to slow down houdini ocean in post I like the frequency and height of waves i have but if reduce the speed parameter the entire look changes. Is there a way to slow this down in post? here is a sample hip file THE_WATER_V002.hipnc
  2. I have some animated spheres that simply roll forward slowly .. I have a box that is also hand animated..the box goes through the rolling spheres currently.. what i want is: when the spheres gets close to the box i want the spheres to become dynamic and collide with the box the spheres need to loose their animation cache once the hit happens any tips! note: spheres (to be replaced by characters later)
  3. using sop solver "attribute transfer" i am trying to make an rbd object active as a sphere approaches it but once the sphere passes the rbd object i want it to continue to be active how can i do this? any tips?
  4. thanks rbowden, Yes this is a low res test.. but making particle sep/mesh high res was not helping as i mentioned earlier I was thinking on the lines of using voracity attribute to define the sharpness or smoothing of the mesh but peak works just fine.. thanks again.
  5. I am using particle fluid surface to mesh flip particles in a flip tank i added some wave like velocity into the tank for the water to behave like waves but when i mesh using the particle fluid surface i tend to loose the sharp peaks of the waves it looks more round and soft. I need the waves peaks to look choppy and sharp.. but increasing the resolution of flip sim or the mesh is not helping.. any tips?.. here is a simple hipfile fliptank.hipnc
  6. thanks a lot skybar!
  7. can any one tell me how to to do this in the new pop dop? there is no pop state node in there any more
  8. here is some quick jello tests i had done with just a simple box
  9. hitimpulse records strength of collision. The values of hitimpulse depends on the force with which flip impacts the collider I put together a quick test and noticed that: if you increase flip incoming velocity and hit the collision object with more force the hitimpulse will have a higher range
  10. ok i got it.. I used a "gasintegrator" to solve this issue.. here is a quick way to create impact data and there by create hit impulse for flip hitimpulse_and_impact_data_solved.hipnc
  11. I am trying to use gasimpacttoattributes to create some hit impulse attribute for flip but it seems like it doesn't work because i have no impact data.. does anyone know how to generate impact data and get hitimpulse to work for flip? the only thread i found online was https://www.sidefx.com/forum/topic/37420/?page=1#post-170605 here is a simple scene file to test hitimpulse.hipnc if you check the spreadsheet u can see that the hitimpulse is 0
  12. Got it, thanks a lot !
  13. here is the snapshot of the uvs I am getting after I unwrap UV
  14. Here is a scene file where I am trying to UV the inside pieces of my fractured sphere. But I am not happy with the result. Can somebody point me to the right method to do this. Thanks. SETTING_UP_UV_FOR_FRACTURED_PIECES.hipnc
  15. alembic

    here is the alembic file ALEMBIC.abc "yes", the path attribute is a primitive attribute in my file already