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cudarsjanis

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About cudarsjanis

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    Peon
  • Birthday 10/23/1984

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  • Name Janis
  • Location London

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  1. hmm 30 vdbs. That's an interesting problem there. Probably for each is the way to go, but how to properly set it up then. or volume wrangle/vop. I don't have time now to have a look at it, but I'm curious how to do it now.
  2. VDB combine does exactly what you need. check if you are working with fog volumes (density or whatever you have called them)
  3. well with no node tree screen or hip it`s quite hard to tell, how you are deleting the points and how you are actually creating them. well flip probably.
  4. Marcello is right Increase target stiffness. Plus in your setup your target geo is changing topology all the time. You should put timeshift node with $RFSTART and then use point deform to make this move with the animation without changing topology.
  5. Use import taget geometry on solid object node. And you can use pintoanimation parameter to pin exact points if you want to.
  6. yeah. that should do the job. Only there is no parameter called endframe, but I can ad one more parameter on dopnet node, and just put $RFEND there. SO one node less then. good Thanks
  7. Is there any easy way to access dop start frame and endframe in a pop wrangle? My solution is to create attributes and then feed them into dops. But is there a better way to do that? My wrangle: float randVal = rand(@id); i@birthFrame = floor(fit(randVal,0,1,@simStartFrame,@simEndFrame)); Thanks Janis
  8. Here`s my latest houdini sims. In May 2017 will be my first year working as fx TD
  9. You can still use Voronoi fracture. you don`t even need to use solidfracture node. Just use voronoi and then transfer attributes. so every peace is named fracturepart. Or you can dive in to solidfracture node and play around with vop_sop (as you can see it actually uses voronoi there Also if you want to change the look in the shader afterwards check out Peter Quint`s tutorial calle Peeling Effect. Janis
  10. With a little help from Erik himself, I finally managed to make this effect work for me. Now implementing it into the scene. Thanks a lot Erik! Here`s the node tree to anyone who`s interested Janis
  11. you can use volume resample after sim for that as well
  12. Merry Christmas everyone Had a looong holidays, so gonna get back on this one in few days. Any tips about achieving this look still would be highly appreciated. Thank you Jānis
  13. nice one Gonna look good with whitewater!
  14. Found this thread: Basically guy is trying to achieve same thing. I also tried the offered solution with grains, which worked quite well for slicing to be honest, but it doesn`t work good when something is being stretched. Any ideas about Erik`s setup would be appreciated. Thanks Janis
  15. Some progress. But probably not the right way how to do it. I scattered points and used vdb from particles to get rid of triangles and get more organic look. FEM_test_06.hip