Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

lavitz01

Members
  • Content count

    33
  • Joined

  • Last visited

Community Reputation

2 Neutral

About lavitz01

  • Rank
    Peon

Personal Information

  • Name
    Chase

Recent Profile Visitors

504 profile views
  1. how do i make a flip sim liquid thinner?
  2. how do i make a flip sim liquid thinner? ship_sim_redu_sim_begin_001.hip
  3. The simulation is a Flip tank from the particle fluids tab. the container size i am using is 250 x 145 x 250 with a water level of 12. The center Y i used this expression ch("sizey")*0.5 the object im using is a ship that i needed to cache out to make it a static object so it is not sinking. I already animated the ship. ship_sim_redu_sim_begin_001.hip
  4. As Noobini said, N.x is for python scripting and NX is hscript. It all just depends on what coding you are working with. your attributecreate is set to python and not hscript.
  5. I am working with an ocean sim using flip container. I created a static object that is colliding but the water that is created as a result of the collision is very thick. Its like 5-10 feet thick instead of particle or paper thin. how do I make the water thinner?
  6. I am working with an ocean sim using flip container. I created a static object that is colliding but the water that is created as a result of the collision is very thick. Its like 5-10 feet thick instead of particle or paper thin. how do I make the water thinner?
  7. In the root of the auto dip network where you are reading your sim from, there should be something that reads start frame or begin sim or something along those lines. I've done it before.
  8. Agreed, you will have to rebuild the network in your indie version. The lies ensues are stand alone and the different clients are not able to cross liscenses.
  9. A good rule of thumb is to use geometry if you want something to resemble something. For clouds use a cloud sop and you can control the shape and density. Also you can add noise either on the sop level or geo level, depending on what you want to achieve. For geo use mountain node, if not use voinoise or noise, both are great just have different functions. You could also use noise through cops as well. Hope this helps
  10. It's because you are working in houdini16. Things change from version to version. Sometimes things are added, split up or removed completely in the new version. Inoperable this helps. Try to check the node network and see if it has removed anything from your 2015 version.
  11. Can you explain how to convert to poly? I've never done this before
  12. I created a procedural rock that disappears in unity. If it has an frequency value of 20 in unity its there, once i go higher it disappears. I need it at value if 300 to have the detail. procedural rock_001.hip
  13. I created a grass patch using the fur tools. I want t send them to unity but i cant because its not geometry. how do i convert it to geometry like Alembic or FBX? If there is a better way, please let me know. fur grass 02.hda
  14. thank you it works now.
  15. I am not sure what the issue is. I can see the simulation in the viewport but when i go to render, all i can see is a large solid block. I have attacked the project file. Please let me know what my error was so i can fix it. sandstorm_009.hipnc