# fatboYYY

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Peon

• Name
Man

## Recent Profile Visitors

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1. ## Physically based rain

Ah fuck. I can't believe I've done this. Thanks so much @Jesper Rahlff, @Noobiniand @coltonmil. And of course @Noobini's maths teacher.
2. ## Physically based rain

Thanks for the link Jesper! Shows some really cool stuff. Unfortunately, it shows the same equations that I used, so no real solution in sight.
3. ## Physically based rain

You guys are right. All the variable calculations should be physically correct though: float waterDensity = 1000; //http://www.sengpielaudio.com/calculator-densityunits.htm float airDensity = 1.225; //https://en.wikipedia.org/wiki/Density_of_air float Volume = 4/3*pi*radius; //https://en.wikipedia.org/wiki/Sphere#Enclosed_volume float mass = Volume*waterDensity; //should be a given float projectedArea = pi*pow((2*radius),2)/4; //http://www.mne.psu.edu/cimbala/me325web_Spring_2012/Labs/Drag/intro.pdf float dragCoefficient = 0.3; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/shaped.html float drag = 0.5*dragCoefficient*airDensity*pow(velocity,2)*projectedArea; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/drageq.html I am so very sure, that I am just missing a tiny thing.
4. ## Physically based rain

Hey guys, I am trying to create a physically based rain simulation. I am updating these acting forces on every frame: Gravity, wind and drag. The formulae themselves should be correct, but I am clearly overseeing something. The velocity should not exceed 15m/s, but currently it is going way past that point. Any help is greatly appreciated. Thanks, Manu PBRain_tmp_v0002_nocomment_mko_.hip
5. ## Unexpected primuv transformations

Hey guys, I am trying to get my geometry into intrensic primitive uv space and back to World space. Unfortunately it doesn't behave as expected when transforming back. HIP and gif included: tmp_anm_v0003_nocomment_mko_.hipnc
6. ## Shades of Orange, daily Houdini stream

I also recently started a Quick-Tip series about all kinds of Houdini stuff. I try to keep it to the 1 minute mark: http://shadesoforange.de/quick-tipps/ I just uploaded couple of Tips for VEX/Wrangles: https://vimeo.com/213122616
7. ## Shades of Orange, daily Houdini stream

Hey everyone, I recently set up a website and a stream for Houdini people or everyone else who is interested in Houdini. I am going to start streaming Houdini every day, starting today. After each stream I will upload results and depending on time a timelapse, a tutorial, a .hip(nc) file or documentation of sorts for everybody to view and examine. Where can you find all this? Website: http://shadesoforange.de/ Stream: https://www.twitch.tv/shadesoforange Who am I? I am studying Animation & Game in Darmstadt, Germany and am 23 years old. I recently finished my internship at RISE FX and am crazy about all Houdini, procedural and CG stuff. More about me here. My first stream is going to start at 15:00 CET. So if you want to hang out and have a chat, come by and say hello! See you!
8. ## Voronoi piece point offset

Yeah I know that Triangulizing solves the issue. But that is not an option for my current project.
9. ## Voronoi piece point offset

Hey, sorry but I think you are wrong. Thanks though.
10. ## Voronoi piece point offset

Hey guys, I've encountered an issue with the voronoi Fracture. It's hard to explain so I will go ahead and post the images as well as the .hip file. How can I avoid the cracking/offset of the surfaces happening in the fracture? Dividing/Triangulizing seems to solve the problem, but introduces an unwanted look. I'm happy for any help. voronoi_issue.hip
11. ## Accessability of the point number attribute in the VEX "point()" fucntion

Hey guys, I've been wondering this for quite some while, but always managed to find a workaround. I am not sure if I will be able to find one this time. As an example: Why does the test attribute not reflect the pointnumber attribute here? (Any input-geo with points is sufficient) for(int i = 0; i <npoints(0); i++) { if(@ptnum == point(0,"ptnum",i)) i@test = 1; } Am I just calling the pointattribute wrong here, or is it not possible to get the pointattribute back through the point() function. What other option do I have to get return the pointattribute in a custom loop? Thanks in advance.
12. ## Toms "Learning Houdini" Gallery

How were you able to get the spheres to travel so many different paths?
13. ## Overwatch - Animated Shorts FX | Dragon Particle Noises

Hey guys, what kind of noises are used here to drive the particle simulation? I'm grateful for any help. Thanks