Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About MrHoo

  • Rank
  • Birthday August 26

Personal Information

  • Name
  • Location
  • Interests
    Head of CGI | Shading & Lighting TD & Senior Bug Encounterer @ Sunday Digital

Recent Profile Visitors

516 profile views
  1. RBD - Glue constraints restick together

    Hi Noobini, you are right, I tested with 378 and do not have the resticking behaviour. But what is bothering me is, that I should get at least a very similar destruction like in the video at 0:15 (in my case with just one explosion), but the structure has to collapse. I can't of course post a screencap of the orginal tutorial... So any ideas regarding that issue? Thx Dominik
  2. RBD - Glue constraints restick together

    Maybe I should really attach a scene file - so here it is.. houseDestruct_v004.zip
  3. Hi folks, I am following Steven Knipping's tutorial Rigids II and have some behaviour here which I do not understand and can't solve somehow... You'll see the issue in the attached gif (some of the cluster in the upper part of the hole) I have basically the same settings as in his videos, but it seems that somehow the constraints are going to stick together after they are broken. At least they should break because of the metaball force (which I am using) and the corresponding huge hole inside the building and everything should collapse and not stay like in the gif. First I thought the "Overwrite with SOP" parameter on the constraint network would be the issue (which I then changed to $SF==1), but it didn't help. I am using H16.5.323. Thanks for any ideas and suggestions Cheers Dominik
  4. Ah - found that if you just create a new one, it sorts the others automatically - and after that you just delete the newly created. Kind of a glitchy workaround but works...
  5. Hi, dows someone know how to sort takes in the take list alphabetically after creation ? Or should I report a feature request? Cheers Dominik
  6. Thanks Noobini, (ch("../tube2/rad1") - ch("../tube2/rad2")) * (-1*ch("dist")) / 10 --- this was my first attempt - I justed missed the height (don't know why I used 10 hehe) And from there I complicated and screwed evrything haha Thx both of you !! Cheers!
  7. Thx Konstantin, as usual the easy way is just in front of me and I refused to take it. I made it too complicate... but anyway, thanks for the vid, I'll try to get the concepts to try to solve my way :-) Cheers!
  8. Hi, I can't get my brain around how to solve this problem. I've got a simple tube with to different radii (lower one is smaller), I grouped its top face and did a first extrude with an inset to get some thickness. Then I extruded downwards with some inset. I am searching for a procedural solution having the inner extrude always being parallel to the outer hull. Can somebody point me into the right direction? See attached image. Thanks & Cheers! Dominik
  9. Disabling Texture Wrap in UVQuickshade

    Thanks, I'll try! edit: got it to work, just by putting a decal node (as you mentioned) in the uvquickshade instead of the v_layered shader. Thx for the pointer
  10. Hi, does anybody know how I would disable texture wrapping in the uvquickshade? I tried modifying the Map Tiling in the v_layered shader inside of the node, but no success. Thanks for some pointers! Cheers Dominik
  11. You are right. With 16.0.633 I get your behaviour...I had a look to the changelog ... Seems that they changed/fixed some things... thx for pointing !
  12. This is how it looks with my setup
  13. Hi, I can't solve it... I uploaded a scene with the original object. https://we.tl/fL6ZWnfunE If you render right away it looks fine, because it does not use any packed prims. I f you render out the geo from the rop and then pipe the file node in the copy nodes, you should see, that only one berry has SSS, the other not. Maybe somebody can help here...? Thanks Dominik