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violalyu

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About violalyu

  • Rank
    Peon
  • Birthday 10/15/1994

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    violalyu.com

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  • Name
    Wanqi Lyu
  • Location
    Los Angeles, CA

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289 profile views
  1. @Stalkerx777 Thank you so much! I guess I'll leave the inputs as it is then, it is not harming anything functional wise :-) It's good to know!
  2. Hey Houdini friends, Does anyone know of how to set zero inputs of subnet in Python? The http://www.sidefx.com/docs/houdini/hom/hou/Node#createNode createNode does not support arguments that sets this, or is it possible to set it after the creation? When I use createNode to create it, the subnet is defaulted to have 4 inputs and 1 ouput. Thank you so much in advance! Best, Viola Lyu
  3. Hey Houdini friends, Does anyone know of how to set zero inputs of subnet in Python? The http://www.sidefx.com/docs/houdini/hom/hou/Node#createNode createNode does not support arguments that sets this, or is it possible to set it after the creation? When I use createNode to create it, the subnet is defaulted to have 4 inputs and 1 ouput. Thank you so much in advance! Best, Viola Lyu
  4. multiple target particle morph

    Hi benchan, I think you can change the target mode in popsteerseek to be using points instead of position, and feed in a SOP of the shape you want it to be with scattered points. Also in the second tab you can determine arrival and braking force to make it a full stop instead of swirling around the target points.
  5. Geometry force field for particles

    Your setup is really close to what I saw on youtube from sweet and short 3d, and I tried this setup too. One of my colleague discovered that for similar stuff, using rigidbodysolver with pop source and rbdpackedobjects works basically the same and faster, for the collision it was more accurate in my case. But for the reference video I guess he used pop grain.
  6. @Yon Anadeyo Thank you so much James! I guess alt+click it is haha...
  7. Hey Houdini friends! Does anyone know if the straight corner style wiring display of network is deprecated in Houdini 16? I tried SHIFT+S and there's only rounded and "straight"... Thank you so much!!!
  8. Crowd Agent not showing in viewport

    @malexander Oh my thank you so much! So it is the issue with mac... I thought it is something with my preference and such... That was really quick! And yeah I noticed the wireframe mode shows the rig, I guess I'll work with that... Many thanks!!!!
  9. Crowd Agent not showing in viewport

    Hey Houdini friends! Has anyone had similar issues like this before? I'm using Houdini 16.0.663 non-commercial for mac, and the agents are only showing the circle on the ground, but the data is all there, and simulation is correct. I checked the display options and didn't find anything different with the workstation setting where it works fine. I assume it is a display thing, and already uninstalled and reinstalled Houdini. If you have any idea or solutions please help, thank you so much :)!!!! Best, Viola Lyu
  10. Hi Houdini friends! Has anyone dealt with crowd simulation with stairs before? I tried to use terrain projection, and I was getting weird foot positions, also when agents are going up and down there is always a very abrupt change of position. Another thing is when the agents are going upwards, there is always a lag in position updates. Attached is my scene files, any help will be really appreciated!!! Thank you so much!!! stairs.tar.gz
  11. houdini shadow catching?

    Thanks @6ril! I was able to have it working the other day, but there's only a shadowmatte vop, so I just connected the output to rgba, not sure if I was doing the right thing but the result seems to be correct.
  12. houdini shadow catching?

    @6ril Hi, I'm trying to use the shadow matte in arnold for Houdini, however it is only usable in ArnoldVopnet, and I'm not sure what I should connect as the input of the shadow_matte vop node. Currently it is rendering RGB and alpha totally opposite. Where I get shadow in alpha doesn't have anything in RGB, vice versa. If you don't mind to explain some of the details or share a simple example file will be great! I tried to find example on the documentation site, but didn't find one. Thank you so much!!!
  13. bullet custom deformable metal constraint

    Hi Huge, In this case I think you can try the RBD autofreeze or wire in a geometry wrangle in the solver as a pre-solver and force it to slow down after a certain frame, e.g. @v *= 0.8; and also the angular velocity @w , and have it stop completely when it's length is less than a certain value. Hope this helps!
  14. bullet custom deformable metal constraint

    Hi Huge, Sorry for the late response... I think the problem is that probably you should have some static object and mark it as inactive, then have the parts not reacting to the ball on the pad glue to the object with strength = -1; Hope this helps!
  15. bullet custom deformable metal constraint

    Hi Jaulin, By " " do you mean the metal pad in your scene? Do you mean that you want the metal pad to be staying in place?
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