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About dus.marjanovic

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    Sydney, Australia

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  1. Houdini Fur collision with ground

    Hello, I'm working on some tests for mocap dancer which is fully covered with fur. I'm happy with results but ground plane collision does not work for me well. When guide curve touch ground because dancer is rolling, it looks like curves stick to the ground plane and stretch over time. Collision with dancer geometry is ok. I have my substeps increased but it looks like it does not help at all. I put low friction on ground and curves but that did not helped as well. Is there a way to fix that or just limitations of hair? Thanks 03.mov
  2. Take point position P.y,P.z,P.z to channel TX,TY,TZ?

    it works like this point("../alembic1/blast1",0,"P",0) thanks
  3. Take point position P.y,P.z,P.z to channel TX,TY,TZ?

    Thanks for reply. I have tried something like that already, point("obj/alembic1/blast1",0,"P",0) point("obj/alembic1/blast1",0,"P",1) point("obj/alembic1/blast1",0,"P",2) It should be like this, but not working
  4. Hello guys,I need help for this one. Since VR camera is not working if node is placed in alembic folder (not getting parallax, unless it is on obj level), so I made a point for alembic camera and I want to transfer position of that point to VR_CONSTRAINT node. Is there any solution? Thanks
  5. Arnold Vr

    Hello guys, I have difficulties to render VR with Arnold. I'm using Houdini 16.0.504.20 (and 3 other versions) and I have VR camera and that one works only with mantra. I have tried with asad lens and I downloaded et_vr_cam shader (I found this here on forum) but with no success. Also, I was looking on solidangle to find solution, but it looks like there is only VR for Maya, Cinema and Max. I'm using Arnold that is not latest one, (htoa 1.14.2), because latest one for some reason not working well (getting a lot of errors when I start Houdini) Do I need to have newer version of Arnold and Houdini or there is another way? Cheers.
  6. Constraint points from sop to dop

    Hello, trying to copy constant ID numbers from sop node to constraint points field on sbdconstraint. Info inside attached file: ---- sbdconstraint4 only matters In field "Constrained points " I want to put id numbers from OUT_POINTS_TO_CONSTRAIN that is in SOP context above. After blast, ptnum hes been changed, but @id is constant, so in my case numbers are 2,5,8,9,12,15,18,23,25 How to put those numbers procedurally in "Constraint points"? I was trying with points( "/obj/RnD/OUT_POINTS_TO_CONSTRAIN" , "@ptnum" , “id” ) and other variations but does not working. ---- Thanks RnD_CONSTRAINTS_04.hip
  7. Particles collision based on groups

    Thanks for reply, yes, it should be like that, but while I was cleaning file for upload i forgot to change bottom line. I know for temp attributes, but since I still learning Houdini it is much easier for me to visualise in geometry spreadsheet . So, when you turn off "staticobject1" and run a sim, you can see that particles which are inside of sphere are Red and in group "inside_particles". In theory if I assign this group to "popcollisionignore1", it should affect only that particles that are in group. I was trying with other way around, when particles that are inside of sphere are not in group and will not be affected by node collision ignore and should collide (which have more sense), but still does not work.This is new code:
  8. Particles collision based on groups

    Hello guys, I want to make particles to collide with sphere but particles that are inside of that sphere, which is static object. I have group based on volumesample and particles inside of that sphere should collide, because "pop collision ignore" node is set to that group. It look's straight forward, but I guess there is some technical problem why this does not working for me. For some reason I can't upload file here, so here is google drive link Hope that someone can explain to me. Thanks, cheers.
  9. Finite Element Solver UV's

    Hello, I want to break sphere like Fractured Solid Object. It works fine, I have results that is ok but now I have problem with UV's. It despisers, but when I add tetrasurface, uv's are back. When sphere breaks, it add new uv's on ,0 0 coordinates, and uv's starts to jitter. I guess that I have to create new UV's for new created piece inside. I saw how to add for fractured object which have piece and name, bla bla, but I don't have those attributes here? Thanks. ICB_TEST_01.hip
  10. How to read attributes values into POP Grains every frame?

    It works, thanks Anim for your help, Cheers.
  11. How to read attributes values into POP Grains every frame?

    So, if I have animated attribute in SOP and i want to import that in DOP in order to update every frame, how you do that in pop wrangle or pop vop? How do you call attribute from level up? Thanks
  12. Houdini Engine for maya

    Hello, I was looking on some topics and did not find right answers for my problem. Basically, I made simulation in Houdini, Tiger walking in mud and water, something like variable viscosity (https://drive.google.com/file/d/0BysDUaTW1bs5QnhCZ1g3RlRrT3M/view). I need that in maya to be rendered with Vray. I manage to import in Maya in two ways, vray proxy and digital asset. Digital asset is made of particle import, than VDB create and after that, Poly from VDB and attribute transfer, and I transfer, P,Cd and viscosity. Everything works fine, I also see colors in my maya viewport, but that is hardwer thing I guess... Question is, how can I take and where to find that color attributes and viscosity attributes? I see them in maya attribute editor, like extra attributes, but i can't do anything with that... Any suggestions? Thanks