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fuat

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fuat last won the day on May 18 2015

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About fuat

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    Fuat
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  1. pluralize vex

    http://www.sidefx.com/docs/houdini/vex/functions/translate.html
  2. hi Sourabh, what exactly didnt you understand? what exactly do you want to do? that maybe helps to understand what you are after. EDIT: maybe also read about other functions like vertexhedge or hedge_prim, they are very well described and documented. hope this helps fuat
  3. http://www.sidefx.com/docs/houdini/vex/halfedges
  4. Smoke Solver | Tips and Tricks

    great. thank you very much
  5. Parenting at geometry level

    there is. see attached file. the "optransform" vex function returns a 4x4 global matrix of an object. then you just multiply your pointposiiton with that 4x4. hope this helps? Fuat SOPParent.hip
  6. https://www.amazon.de/Math-Primer-Graphics-Game-Development/dp/1568817231
  7. this is why i love this forum.
  8. yes, exactly like Thomas is saying. i forgot that (brain is in sleep mode, too late already) thanks Thomas.
  9. you can also do it with vdbs only wothout using volume source. in SOPs, do vdbfrompoly and use surafec as collision. plus create another attrib (in vdbfrompoly) set to "Tuple/Vel/Acceleration" and use point.v as collisionvel. done. bring this into DOPs with fluid source DOP. set it to "Collision". when you now check your SOPtoDOP bindings tab, you will see that it need one "collision" field and one "collisionvel" field. good luck! fuat
  10. ocean spectrum questions

    just a thought: - with a grid of 10x10, set ocean spectrums "resolution exponent" to something like 10 or 11. - on you ocean evaluate, set downsampling to a higher value like 3 or 4 - if waves too fast, lower ocean spectrums "timescale" this should help i think.
  11. i think the sopguide-dop could help? another idea may be to convert you geo to a scalar (density) field and use the scalarfieldvisualization in DOPs. only a guess though, not sure in your case.
  12. did that a few years ago. very simple smoke sim, only have to crank up turbulence and shredding. hit render. done hope this helps Fuat
  13. assuming the alembic comes in as a packed abc, you have to unpack it in order to get the attributes. but of course this will raise memory usage (especially in your case with such a huge cache) hope this helps
  14. Ideas for pipeline checklist

    besides the ones already mentioned, for me the most important is: - meaningful folder structure - naming conventions - and the most important: backtracing files/caches. theres no worse thing than having to change/rebuild something and not knowing from which file it was generated. or searching though tons of folders trying to find the right asset or cache or scenefiles.
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