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About DeeLan

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    Dylan Smith
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  1. Cloth arbitrary vel field

    @soomld would you happen to have an example scene for this? Or even a screen shot? I've been try to do exactly that all day but I've either been getting errors or just nothing.
  2. Hey Everyone. I've got a layered material. At the moment I've got the two blended materials embedded directly into the layer material (as shown by the pictures below). Instead of this what I want is something that will let me specify a path to an existing material (essentially how the "Object Merge" node works, but for materials). I tried simply promoting the layer inputs of the layer mix to parameters, but they only allowed me to connect materials via the plugs. No option to specify a path. Does any know how to do this?
  3. Voxelised Fluid

    Cheers guys! And yeah, the I reduced the framerate in an attempt to stylise it a bit more
  4. Voxelised Fluid

    Did this to test out a method for voxelisation that I had come up with. Quite happy with it!
  5. Voxelisation Effect

    @Noobini That does fix the geo but it takes so long (or at least did on my laptop) that it almost negates the speed boost in rendering. @Skybar Thanks for the tip. I'll try that out!
  6. Voxelisation Effect

    That was the method I used to use but I found render times where way higher than I would have liked, half due to having so much geo (6 prims per "voxel") and half due to so much overlapping geo. I did try a few things to clean the geo, which did work (and helped render times) but those processes were so slow the whole thing ended up taking just as long anyway. I only went to the trouble of doing it this way cos I just wanted everything to be faster.
  7. Voxelisation Effect

    Playing around with 'voxelisation' (don't know if there's a better term for it). Tried a few things but I found this setup to be the best method so far. It reasonably simple, and also produces good geo while still being relatively fast. Suggestions for improvements are welcome voxelisation_v002.hipnc
  8. Subfracturing in a SOP Solver

    Hey thanks for your help I've got it working now even with lower res spheres Your note on the ID attribute sparked some thought. I had the wrangle set the ID to -1, as was suggested to me over on the Houdini Artists Facebook Page ( the logic being that doing so forces Bullet to calculate a new collision hull). But After reading your comment about the IDs i changed it to make the IDs equal to the point number, and now it works perfectly
  9. Smoothing Lighting in Material

    Unfortunately messing with the object normals doesn't seem to be doing anything. Though maybe that means I need to implement something related to normals in the material
  10. I'm trying to create a two tone material. Its working, however I find that on anything beyond the most basic geometry it just gives me some really jagged and gross results (tho to be clear they are accurate). I managed to get around this a bit by subdividing the model, but this creates a few smaller artefacts (shown in the pictures bellow). The way I've got my material working is by taking the luminance of a lambert node, apply the shadow color where there is no luminance, and apply the highlight color everwhere else. What I would like to do would be to blur the result of the lambert so that I don't get as many noticeable jagged areas. Can someone point me in the right direction for achieving this? twotone.hipnc
  11. Field-O-Spheres

    This is the first thing I've done that I'm legitimately proud of. Simple, but a lot of fun! Took inspiration from Brandon Woelfel and a lot of the scenes in Pop's Dinner in Riverdale. Any feedback would be great
  12. Subfracturing in a SOP Solver

    @3dome I Believe that the fact that multiple fractures left us with ridiculous ngons is at least partly to blame for the crashes. I've reworked the sop solver a bit and added a dive node to make sure we always have tris. Its still crashing but its alot better than it was before. Funnily enough I've found that lowering the resolution of the sphere actually causes it to crash more often. dancing_sphere_odforce_v1_5.hipnc
  13. Subfracturing in a SOP Solver

    Yeah its not fun is it haha. But i guess for now its the method we're stuck with.
  14. System Upgrade Thoughts

    I have indeed. I decided to go for the 7900x. I chose it because it seemed to be a good all rounder (which I can confirm it is), the stability/compatibility concerns with TR, and because I was able to save $150 and put that money towards more ram. So far it's crushed everything I've thrown at it (Mostly just Houdini stuff so far), and it runs at cool 75 - 80 degrees under load (stock speeds with a Hyper 212 EVO). Other than that, 32gb ram, 980ti, Liquid Cooler (when it arrives), and regular hard drive for Main Storage
  15. Subfracturing in a SOP Solver

    That's really weird. I'm getting crashes in both. Do you have any suggestions for how to approach this differently?