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About alican

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  • Name alican

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  1. 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.
  2. 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
  3. 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.
  4. 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!
  5. 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.
  6. Instead of using geoself(), this should work detail(opinputpath(".",0), "resample_count", 0)
  7. Thanks! It would be great to see if you come up with a tool. I hope the hip file helps. Cheers!
  8. 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
  9. 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!
  10. 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!
  11. 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.
  12. 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!
  13. Hello, I am trying to get the displacement for my smoke simulation for some time but never get any results. Here are the things I do. I generate the rest fields by activating it from the smoke object and also the solver. Than I calculate a gradient field from the density. In the shader, I put that gradient name for the direction and enable the displacement checkbox in the shading tab but I dont get any result. If there is anything I miss or doing wrong, I would appreciate the help. Thanks, Alican
  14. Oh i didn't know about those options . I thought it would be a good practice as well as something useful in the end. But thanks for your help. I will try those methods and try to push it for the sake of practicing.
  15. Thank you for your response. What if I want to create a shelf tool and want it to work with in that tool. Is there no way to make it work externally? Currently I am practicing python and trying to create a tool that collects all the SOP nodes that comes with an alembic or FBX import and merges them into single object merge node. I have done this part, bu then I want to split them out again after the object merge node with a delete sop according to the groups that I will be creating before putting them into the object merge node. Thanks again!