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derjcmp last won the day on June 23

derjcmp had the most liked content!

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About derjcmp

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    João Pereia
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    intem i7 3930k

    32gb ddr4 


    5tb hdd storage

  1. pinning a fractured wall to the ground

    hum.. I think I did just that in the setup I sent. Maybe it got messed up cause I was in a older version at the office. Glad it worked !!!
  2. pinning a fractured wall to the ground

    yep, when you are in packed rbd you need to work on points! Which is kinda sweet since you can use all the POP nodes and do alot of magic! When working with constraints make sure to work on primitives tho!
  3. pinning a fractured wall to the ground

    Hi ant! Glad to see you around here again! I usually create a bounding group of the points I want to make static and inactive. I then create an active attribute on those group points. @active = 0; Active.hiplc
  4. Texture on flip mesh using rest, rest2

    There's a dualrest VOP that does that automatically, just pipe the output to the uvs
  5. Load failed - half the nodes are missing

    It happened to me 2 moths ago. After some testing I discovered what was causing the corrupt files. When I was closing houdini and saving, I'd force close the houdini app. That caused me to corrupt the file. Happened aswell when houdini crashed on a huge sim and I force closed it. Search the backups
  6. I never pay attention to the new production builds and its lame that I dont.. I updated it and now it works fine! Thanks!
  7. Goodmorning everyone! So, my problem is t he following. Everytime Im building a scene, no matter if complicated or simple, my mantra output comes out black. If I open a fresh Houdini scene. Place a box, light, camera and the same mantraROP it renders just fine. However if I make even a simple billowy smoke preset the render comes out black. Any ideas? Houdini 16.0.504 Indie
  8. RBD chains on Character

    Idk if it helps... but have you tried using the grain solver with the strand mode?
  9. How to get nice ship's bow water cutting !

    I usualy set a low grid scale when simulation those kinds of effects. Something like 1.7 gives me a nice result. Also I use splashy kernel with a very low velocity smoothing. You're approach looks really good! I'd do a cross product of the ships normals and pipe that into a vel field.
  10. 128GB DDR4 Intel Machine?

    @AtomI can't remember the model for it.. But it is a standard gaming board. Most of the boards support up to 64gb of ram nowadays, going for 128gb board requires more investiment as far as I know, and with that its prob worth going for a xeon with ECC memory
  11. Particle rotate based in friction

    You should download qLib. They have a rolling debris node for that. You can get it done with matrices and cross products aswell.
  12. 128GB DDR4 Intel Machine?

    Hi atom! I'm running a 64gb ddr4 with an overclocked i7 i7 6950x + gttx 1070. Its crazy fast on all kind of sims, my xeon workstation at work beats it on the render side tho. Allan mckay posted a podcast on that a week ago, you should definitely listen to it! Will answer most of your questions! Good luck! http://www.allanmckay.com/80/
  13. rendering fire, test renders

    Increasing the stochastic samples to something like 12 reduces alot of my render noise. You should give that a try aswell. Also for my volume quality I set it to about 0.1 and my shadow quality ti 0.5
  14. Rendering pyro problem

    Did you assign the proper pyro Shader?