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About cwalrus

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  • Website URL http://www.guerrillaanimation.com/CGreels.html

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  • Name Cameron
  • Location Los Angeles

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  1. Hey mate- so it worked, finally! I had to do some tweaking that even I don't understand... But, why can't I just make an attribute called "foo" for a group of particles, and then make a simple AOV that is a white matte for those? Here's the project if anyone wants it: ParticleMultiMatte.hiplc
  2. totally going to give this a try and report back - thanks man
  3. Thanks Jordan. I'm actually not using any shader, because I want to use the colors that come right out of POPs... but I assume I can work around that.
  4. Hi guys! Very helpful post, thank you. I'd like to apply a similar technique to particles - i.e. color them R, G or B depending on their Pop_Stream. But I'd like that to be an extra image plane. I tried the above technique which works great for objects, but not particles?
  5. gee thanks. The weird thing is it is only bad with cheap mice. IT's not a problem with my Logitech MX Master for some reason.
  6. Bumping this - driving me mad too!
  7. I think it is scene specific, because I can't replicate it at home.....! thanks
  8. Ok so after a lot of testing, apparently it does NOT need the source volume created by the fluid source node. BUT I'd still love to know the difference between copy add clamp sub multiply divide maximum minimum average Anyone have info on these? Closest I can find is here: http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro
  9. Hi people - This has baffled me - why does the Source Volume node in a basic Flip network have Volume Operation tab and a Particle Operation tab? Couldn't it just source information from one or the other? Or maybe I'm reading them incorrectly - does "Source Particles" on the particle operation mean 'Create particles"? rather than source them from the particles on the source created by the Fluid Source node? thanks for help, Cameron EDIT - a quick test deleting the particles from the source node showed that it is indeed sourcing the particles themselves. SO a better question now is, what is it doing with the volume, in relation to the particles? On the tab it is set to "Volume Operation: Source Volume: Minimum" but I can't find docs on those options, nor can i figure out what it's doing (seems to be adding bulk at least!)
  10. Hi guys- In my flip sim I have a static object - this node is plugged into a Merge node right after the solver and before the gravity. If I then add a ground plane off the shelf, it plugs it into a new merge node AFTER gravity. Furthermore, if I try to plug them both into the same merge node to clean things it simply doesn't work. What's going on here? How does Houdini calculate these static objects?
  11. bump! Me too: I want to understand when it makes difference to use pre-solve input and source input (post-solve)?
  12. To answer this in case some one else needs this solution: Take a sphere and make it a child of the animated object on the /obj level. Then create a geo node, hop in it, and create an ObjectMerge. Merge your sphere and check transform into this object. Then on the dops level, on the "Center" of your PopAxisForce, type in centroid("../../../Sphere/object_merge1", D_X) in the X, and then do the Y and Z (D_Y, D_Z in the code). Should snap your axisForce to the center of the sphere object. (for rotation it's different - in a nutshell make a two-point line one unit long and transform it with the rotation of the object on the OBJ level. If the first point is at 0,0,0, the second point will be your vector)
  13. On this topic - I have a whole bunch of POPAxisForce nodes in a POP network (several toruses). They are laid out perfectly in relation to the source object at the first frame, but then of course the source object moves, and they do not. Is there a SIMPLE way to have their positions and rotations follow the animated source object? I know the longer way - copy and paste relative references from the SOP object onto each of their Centers with an offset, but I'm wondering if there is a simpler way. Thanks!!
  14. You are the best.
  15. Hi guys - I need to make a realistic wave, but I need to do it by sourcing a mesh for the flip particles. The mesh will be in the shape of the wave. Then I need to use the UV's of the mesh to push the flip particles along the surface. Does that make sense? and can anyone help me out here? Thanks in advance. Here is my 'oh I give up" file: FluidAlongShape.hipnc