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PalTopin

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About PalTopin

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    Peon
  • Birthday 12/28/1990

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    http://jason-leandro.squarespace.com/

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    Jason Leandro
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    Costa Rica

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  1. This is the reply I got from Adrian of RS Support to override the material from Houdini in Maya. "To override proxy materials in Maya you need to name the shading group of you material the same name as the material in Houdini for instance by replacing the “/” with “_” so /mat/rsMaterial becomes _mat_rsMaterial Hope it helps Cheers A" Hope this help someone else Regards!
  2. Hi guys!! This is not a tip, but a question: I'm doing a crowd sim in Houdini, appling a simple RSMaterial and exporting it as RSProxy so it can be rendered in Maya (the renderfarm is all based maya-redshift) and I want to have more control in the shading, most of it when it gets to lighting. I have seen that RS allow us to override the material and so far I have manage to do this from proxies comming out from Maya, but how can I do the same with the RSProxies that I export from Houdini if in H doesn't have any shading groups? Thanks for any help. Jason Leandro.
  3. VDB creep using solver

    The lines are several points? If so, how are you creating the points? Copy SOP or something like it?
  4. Modify normal angle

    For anyone that is wonder how to do this, the AWESOME Babaj answer my question in this thread https://sidefx.com/forum/topic/52672/?page=1#post-236743 Regards!
  5. Hi guys! I have a grid, did a soft transform to have one side flat pointing the Y axis and another pointing the Z axis, as it is in the screenshots. With a attrib vop I'm able mix the normals of a flat grid with the mod one (Red node) BUT I want something like the last image, the polys that are facing Y has 0 deformation and the polys that are facing Z has 1 in the deformation, right now is 0 or 1, I haven't been able to achieve a soft blend between the two of them. If I could convert the normal to angle, do some kind of "if statement" maybe this will work, but I have no idea on how to do it. Any help please? ModifyNormal.hipnc
  6. SOP substep ?

    Have you tried put the "jitter birth time" at negative instead of positive? That is in the pop source.
  7. But if you´re doing it with by hand with VDBs what I do is to downres the voxel separation just to see that work in every frame and then use a VDB resample to have back again the resolution for the convert VDB.
  8. White water issue

    I'm adding white water to a sim and the whitewater is dying by chonks not randomly based in the life expectancy. Any idea of why this is happening or how to fix it? Thanks to all!
  9. Forming object

    Yes I solve it like that, but I was trying to do the same but without reversing the motion, just because I like to go further xD
  10. Forming object

    Does anyone has an idea of how to do something like this but at the inverse? https://www.youtube.com/watch?v=zrhXB653wKg Any idea would be awesome!
  11. Custom Normal Rotation

    I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
  12. I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
  13. You could try check the mask options and mask the velocity, also in the flattening you could use circle shape for the fall off between the motion and the extended mesh. Also you may need to make the flat tank bigger, so you can have a nice looking fall off.
  14. I think those extended lines come from the "flattening" option in the Particle surface fluid SOP.
  15. Squashy effect

    Of course I saw all the threat! And yeah, grouping the area that we want the effect is the best way to do it.
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