Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Everything posted by ParticleSkull

  1. Hey guys, I'm working on this snot simulation and I need the top part of it to be "attached" to a nose. Any ideas on how to proceed? EDIT: Right now it's like this but I need to "constraint" it to a character. Thank's Alvaro Snot - v1-a.hipnc
  2. hey guys, I did this test scene with a low poly and a high poly spheres (I also did a cage but it made no difference) the most important problems are: - (i think) it looks wrong if the high poly faces are outside the low poly surface (i think it's the darker areas on the map) - I can clearly see the low poly faces check it out, here's what I get using the bake texture rop: this is the Tangent-Space Normal (Nt) (displacement have the same problem) and that's how it looks like rendered with tangent normals applied. I will alse need to bake a procedural diffuse color but I'd like to focus on those other problems first. Once again, thank you /Alvaro Bake.rar
  3. Hey Arturo, this looks like a good aproach, check it out: Maybe @msyugo can give us some tips on this setup
  4. hey Johnny, good to know! my abilities at for loop still sucks but this setup looks quite simple, thx for sharing it
  5. Hey guys, About this energy attribute, I think I could make a good use of it but I don't know how to access it. I mean, I can see it in the dops geometry spreadsheet but it doesn't get out there. I can't see it in sops. My main doubts are: - Can I bring this attributes to sops? (dissipationdensity, kineticdensity, potentialdensity) - Can I use it in dops? (use it as a multiplier for some other parameter, like the fracture threshold for example) Thank you fem.energy.v1a.rar
  6. Hey Mike, I haven't seen Johnny's idea but here's a simple way to solve it (attached) My idea is to use a Time Shift instead. If you multiply the actual frame number by a random value (for each point, from 0 to 1), it will change it's speed. - Why your file is not working: At the copy sop you created a variable that goes from 100 to 300, right? You're feeding this values at the time warp so, as soon as one object reach this value (from 100 to 300) it stops. I hope it helps Cheers, Alvaro copy.stamp.random.animation.v1a.rar
  7. Would love yo know it as well
  8. damn, you're right. I've tried it before but it was messing with the embedded stuff. Now i just realise that I must put a copy on both side. Here, in case someone else have this doubt:
  9. Hey guys, I have this scene with a lot of berries falling. If I select all of the berries and aply a FEM (shelf) at all of it, the action gets very slow and causes closer berries mesh to "fuse" one into another. The reason it gets slow/merge is the solidembed thing. It takes too long to make it for all the berries. My doubt: is there a way to make only one FEM berry and then make muliple copies of it, this way it doesn't have to tetrahedralize all of the berries? Thx, Alvaro
  10. Here's the scene file, just in case FEM.Copies.v1a.rar
  11. Alright, just got what's happening I have to add an Redshift "Object Parameters" to the object I want blur + check the Deformation Blur from Velocity Attribute checkbox
  12. Hey guys, Does anyone knows how can I add motion blur to deforming geometry on Redshift? Here in this example I managed to put motion blur on one sphere, which is animated by the transform tab. The noisy sphere just have a noise animation + trail sop to compute vel. but got no blur. The right object is a flip fluid. No blur as well Scene file is attached in case anyone want to have a look. Thx, Alvaro redshift.deform.geo.blur.hiplc
  13. Alright, thank you guys. Haggi, the guy who's working with did it just like you said, with a simples script
  14. Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro
  15. Good to know, I'll have a look at this. Even though, it would be awesome to be able to export smaller files with placeholders that could be replaced by any other object in maya. It's not easy to keep uploading these huge files
  16. Unfortunatelly alembic or fbx files get incredibly huge. The viewport freezes even when I export only one frame. Houdini Engine is not an option because I'm working with these guys from another studio and they don't have Houdini out there. Thx though
  17. Hey Ryan, could make it work?
  18. Hey Razvan, I've never worked with C4D but a few days ago I got an .obj from C4D and the animation was broken. Later i got the same object exported as alembic and it worked perfectly on Houdini. So, imo, Alembic from C4D to Houdini works really well.
  19. Hey Jack, I got a similar problem once and it the issue was on the Fluid Source of the pump node. It have been cooked wrong and the scene was trying to simulate with that wrong volume. To fix that I had to change it's initilize option from Pump to something else and then back to Pump. I couldn't make it cook again by switching off/on the display or the bypass flag but it worked with the initialize option. If it doesn't work I would just delete the stuff added by the pump shelf tool and apply it again. /Alvaro
  20. @sasho78, thx man, you just saved my life. I guess the merge node doesn't work with Redshift. @Atom, have you tried the merge node with redshift? It's not working here. Not sure if making something wrong though
  21. Got it! Thx Kiseh In case anyone else need it, I just had to check "Match by Attribute" on the Attribute Copy sop + match it by id. Like this: Cheers, Alvaro
  22. Hey guys, I have to create fireworks that turn into some specific shapes. Just like this: I have an workflow idea working with colors. It goes like this: -Simulate standard the fireworks; -Go to a specific frame where the where the starbusrt* is fully formed; -Apply the color at this specific frame; -keep that specific color assigned to individual particles through the whole simulation; (not working) does it make sense? I'm having problems to achieve this last step. what I'm doing is: -caching the simulation; -apply the colors; -add a timeshif to the "rest" frame (89 in this case); -copy the color attributes from this frame (89) to the animated simulation; I guess it happens because the particle count changes during the sim. Any idea on how to proceed? (Scene file is attached) Thank you, Alvaro *starburst is the round shape Fireworks.v1b.rar
  23. Hey Brickouz, there's a "Fractured Solid Object" button on the shelf tool, it should work work on a single click
  24. Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro