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tveda

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About tveda

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  • Name tim
  • Location United States

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  1. Hi all, I was wondering if anyone has a good workflow for making a vdb volume for objects with lots of small detail, ex: a tree branch with leaves. I've tried scattering points across the geo at various scales, it just always seems to not be the best results, or numbers are stupid small. Any insight is appreciated! Thank you
  2. Awesome thank you both, I always tend to figure something out right after I make a post, but both of you helped a lot so thank you!
  3. Hi all, Quick question, if I have a base geo that I'm copying let's say grid's onto it, how can I have those objects aligned to the surface normals correctly? If I comb the base objects normals I can get close but it seems like each grid is following properly but their rotations are all twisted. Some "lay" on the geo properly, others are at twisted angles. I'm basically trying to make a system to cover an object with planes then have them "blow off" via a pop system. Thanks for any advice
  4. I've searched the previous threads already, and read on most methods, but is there a solid way to get the noise property of the cloud noise to lock onto deforming geo ?
  5. Trying to do a simple test with a wind force using the hair shelf tool, I'm noticing that when the windforce is added and frequency is upped to around 10, to get more variation, most wires / guides, just stop moving... they will sim for a handful of frames then stop, leaving only a small few still moving in the wind. I have the elasticity adjusted to not have the usual stretching issues. Is this a normal thing, or am I completely doing this wrong? Thanks for any help hair_wind.hip
  6. I was reading the list here for the "whats new" section: http://www.sidefx.com/index.php?option=com_content&task=view&id=3138&Itemid=422#ui that explains why I missed the actual help file notes, apologies. @Netvudu that's what confused me, I'm bright enough to look at the help doc, but it went straight back the the old "$" context. I only installed the apprentice version for my home use, but we are prepping to upgrade at the office today.
  7. Hey all, I was toying around with H15 this morning and noticed that the Point SOP now seems to be in VEX format (ex: @Cd.r), rather its attributes seem to be. Totally caught me off guard, as the documentation still has things in "$" format... has anyone else noticed if any more nodes have been changed to this format. I'm sure there is a reason for this in the end, I just didn't see this anywhere. Thanks for any insight! Tim
  8. Hi all, Is there a good way to go about using custom shapes for a sweeps profile? ex: creating a tube (with thickness) a long a path, like a tube shape in 3ds thanks all T
  9. Hi all, I have an animated line growing on a curve, I have it copied to a line with several points on it, is there a way to offset the animation based on point number, and then possibly based on a certain number of frames?
  10. I'm animating geo along a path, then emitting particles on just its points, from there adding a trail then an add sop set to id, that seems to be fully breaking it, any idea whats going on? i swore i've done this before, just trying to get trails from the points on an object.
  11. Oh wow, thanks pazuzu, so those options are already made within the sweep tool, and just activated by editing the parameter interface?
  12. i thought i had seen a way to apply the attributes to the curve (backbone), and they then transfer over, using vop sop ramps to control them. I'm just wondering if there is any good insight on how to do that, the setup that is.
  13. Hi everyone I was wondering if anyone has suggestions of how to achieve / setup a thickness / twist control for sweeped objects. I've been digging for solutions and haven't found a solid solution yet, any insight is appreciated. Thanks Tim
  14. Has anyone found an issue with using Houdini's "takes" and deadline, we're on H13 and deadline 6 here, I sent a question to Thinkbox already, just curious if anyone here is using the 2 in combo. Here's a snippet of the outputted error from deadline: 'PermissionError: Failed to modify node or parameter because of a permission error. Possible causes include locked assets, takes Thanks as always
  15. Hi all, Brand new to Houdini here, but really liking the new adventure so far, I come from a 3ds and xsi background, so it's a bit of a reprogramming for me lol. Anyways I have a question mostly about what is the proper / best way to go about taking a voronoi fractured and glue constrained ground plane and having the a collision object ( null, sphere or what ever), trigger the pieces to release and be effected by gravity and such. I've watched the bullet master class and have some ideas and also the digital tutors controlling breaks, that one seems to be a bit older method wise if i'm not wrong. anyways thank you in advance for any guidance.