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alican

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alican last won the day on June 1 2016

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About alican

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    alican

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  1. Creating a dot node shouldn't force to cook the chain.
  2. Hi, I am making a digital asset and it's simply a force effecting the vel field. I want to put a control field option but I couldn't figure out how could I bind a user input field to a constant variable in code. When I look at a similar asset like gas disturbance, they are made with VOPs and I kind of got it. I would appreciate if you could help me with the wrangle option. Thanks!
  3. Hi fortysix, the hip file is just a prototype that works with the embedded model. If you want to use it with another model there is bit of prep work to be done. There is a nice example Alexander Weide did by using this hip file but yeah its not a plug your model and thats it type of solution. You need to dig it in a little bit unfortunately. Also some parts might have been over complicated than it should...
  4. Yeah I thought so but if I just want it to stick and slide on the surface it becomes much harder to achieve by adding extra velocity.
  5. I am making a smoke sim from the surface of a deforming object. And I want to use that object as a collision. But the collision field is eating my density field and I get a wierd result, density is disappearing when colliding. Is there any solution to this? Thank you, Alican
  6. I think it is just "Single Pass" option is ticked in the final for each loop. I can see it from the image "Gather: 73" it writes next the node. Just turn off the single pass option and it will generate every iteration but it will take some time around 30 seconds to minute. It might be heavy for your viewport so it is best to put the render flag to that node and visibility to a lighter node for the viewport.
  7. Hey bretik, at some point in the network I just transfer the color from uv's to points. You might need to activate using point colors in the shader to get the colors and also check if the path to the texture is correct in your hip file=) And in your second image it seems there is only one iteration of the for loop happening. Cheers!
  8. Hi bretik, I didn't include any of the the rendering or shading nodes. But it is very straightforward. I rendered the whole geometry as curves with width attribute and the render flag is set to the last node of the chain. Some things might change depending on which render engine you want use. That was it basically.
  9. Instead of using geoself(), this should work detail(opinputpath(".",0), "resample_count", 0)
  10. Thanks! It would be great to see if you come up with a tool. I hope the hip file helps. Cheers!
  11. Hi all, I had been doing a rnd project on how to generate knitted garments in Houdini lately. And one my inspiration was from a project which was done by Psyop using Fabric engine and the other one is done by my friend Burak Demirci. Here are the links of them. http://fabricengine.com/case-studies/psyop-part-2/ https://www.artstation.com/artist/burakdemirci Some people asked to share my hip file and I was going to do it sooner but things were little busy for me. Here it is, I also put some sticky notes to explain the process better, hope it helps. Also this hip file is the identical file of the one that I created this video except the rendering nodes https://vimeo.com/163676773 .I think there are still some things that can be improved and maybe done in a better way. I would love to see people developing this system further. Cheers! Alican Görgeç knitRnD.zip
  12. I am trying to make a scroll roll deformer like this one Do you have any suggestions how I can do the similar effect. Cheers!
  13. Hi there, I just cant get my head around this. I am trying to create an attribute that starts a counter after a particle collides with an object. Basically, like an age attribute that starts after the first hit or when it sticks to a surface. I would appreciate the help, thanks!
  14. Yeah its all fine in Houdini. But what I am looking for is actually that could they be directly instance objects in when I import them in to maya. Currently it is importing as geometry and when I import 100s of thausands maya will choke.
  15. I am doing a particle sim and instancing some patels in to those particles. If I unpack them and export, it is becoming very heavy and slow. So, Is there any way to export Packed primitives with Alembic export to maya or is there any other efficient ways you are using in the pipeline? Cheers!