# avak

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Peon

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chakavak

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1. ## The boxer

Great thanks to share
2. ## Old School Methods

Hello, Is there a place that I can see and practice old-school methods and techniques,I mean mostly purely node base techniques or with old method of applying expression?, the reason I am asking it is I see most of the time, and quite recent years, in most of tutorials and examples masters share, there are heavy using of point wrangle and math, which I am not good at them never and sometimes it is disappointing to watch them:P I think I am brave to express this without shame and I believe for people coming from other software it also can be disappointing if not able to follow examples. so most probably I am not alone. I know it really needs a lot of study at math to be good in Houdini but there are also other parts in this software that can observe users of other software to Houdini. Thanks
3. ## moving

Thanks for the input I found something if you look at frames 1 to 10, the point number 89 is not moving , and moves after frame 11. then point 0 stops between frames 11 to 21 and this cycle continues.
4. ## moving

OUCH,...that's right Noobini, it is like cycling every each 11 frames. I my self have no idea how it happens.
5. ## moving

That's amzing for me fencer, I am very excited to learn houdini deep but just my mind is not good for math, sorry for nob question how can I reveres the motion or spead up slow down it abit, I appreciate man
6. ## moving

@AntonieSFX , yes carve is an option, but I am looking for doing it in real 3d space. Thanks anyway @fenser, thanks for you input, is there any way we can do this without the solver ?
7. ## moving

Thanks for your opinions, Actually I am looking for a way so they move in 3d space rather than changing their point number, mathematically if I want to move a point from one position to another position I should multiply its initial position to a vector (a direction) please correct me if I am wrong. but how can I do it ? moveit.hip
8. ## Fabric Engine no longer being developed

smell autodesk
9. ## moving

Hi I have a closed nurbs curve, then resample node, now how can I for example in frame 2 say point1 go to point 2 , p2 to p3 p3 to p4 ,...and again in next frame this continues? so basically every next frame every point goes to its next point position ?
10. ## How to create curves from particle fluid?

Hi, That's a nice method, but the problem is it is recreating points instead of using simulated points and so it will lost the natural look of the fluid looking stream, I am instead looking for a way to group our simulated points in a way we can then produce curves from them. _ I am thinking this way but am not sure how to achieve or if it gives the look I am looking for, first by making a regular particle simulation and using the volume of previous fluid simulation to advect particle simulation. but the ideal way could be grouping simulated points. have any idea?
11. ## How to create curves from particle fluid?

Hello, I have a simple scene, by sourcing a sphere and particle fluid simulated from it's surface down. at the end I have particles_fluide simulated. Now I want to group these points and using an ADD sop to make poly curves,..but how to make them grouped nicely so they don'nt be connected together randomly? Thanks,
12. ## Urgent: How to get Very Soft Splashes

Thanks, to achieve a still image the method you mentioned will work, but for a sequence, if we could tell vdb to look at a specific shape and it tries to get to that shape at all frames it would be a solution. Does it make sense?
13. ## Urgent: How to get Very Soft Splashes

Hi Friends, May I ask if you know how to achieve this kind of look that liquids are so soft and blobby shapes, please point me to a good direction, Thanks
14. ## Select objects by their assigned material

Could someone expert help me on this, In 3D max and maya we have a option in material editor to choose a material/shader and select all objects in viewport which that material/shader is assigned to them. so my question is how we can do this in houdini, Thanks
15. ## wrap like in maya

I think you could make bones from that curve (from the shelf) then add follow Curve kinematic then append capture geometry the mesh with these new bones.
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