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Jesus Nieto

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About Jesus Nieto

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  • Name Chucho
  • Location Vanccouver
  1. I just found out Mantra does it for default but don't forget to force your instanced lights in the objects and not in the lights
  2. Hi guys, do you know if it possible to produce an "all" or "all_comp"_pass from mantra or as others may know, a per light illumination pass if you have instanced lights? and how could I do it? Thanks
  3. Hi Jim, I couldn't find the flipbook making option when I'm in COP's, how ever. I rendered the wedge node, and played it back from COP'S. looks fine, so if you just right click on COP's viewport and click "save sequence" you can save your comp to any image format you like and then bring it back to COP's. I tested it and the the sequence looks perfect. I don't know if this is what you wanted.
  4. Hi Jim, It's very simple. You create and tweak all the parameters you want in chops and sops and then, inside of DOP'S you can use the point expression, to read them. I've made a quick example for you. I believe you can also use a sop solver to get attributes but this method is pretty straight forward. Calling_geometry_attributes_from_DOPS.hipnc
  5. Hi João, I would probably try to do this with cone twist constraints and some transforming representative geometry for the dancer, since it would be to heavy to simulate with deforming mesh. You can use a sop solver inside of DOPs to break the constraints if they exceed certain angle. There is a very good class on cone twist constraints in CG Society's - Destruction in Houdini http://www.cgsociety.org/training/course/destruction-in-houdini
  6. Well I've never played with flip, but if flip is points my first approach would be to isolate the surface points using the bounding object option in the group SOP and selecting those with a box, supposing that your flip tank is not moving. Then I would blast everything that's not on that group, and then use the blast again to isolate a random number of those surface points. Finally create a random pscale attribute and copy the spheres onto the points.
  7. Any time! I'm glad I could help!
  8. The noise you create in the VOP exists in world space, and it does not move unless you animate it's offset. How ever, since your object is moving, it is constantly reading the noise from a different position, making it look like it is moving. You can easily fix it by instead of having the noise connected to the object's position, connect it to a rest position. Check this file: Noise_in_rest_position.hipnc In your second example the reason it is not working is because every noise needs to have a vector input, P is a vector, but ptnum is an integer and does not specify any position, so the noise does not know where to go.
  9. Great idea, thank you
  10. Hi guys, let's say you have a really large network and you need to find where was certain attribute created. Is there a way to find this attribute like you would find a node with the ctrl + F short cut?
  11. In my opinion the best way to learn is project based, you are hardly going to learn something just by watching random tutorials. I would recommend you to start with some procedural geometry project so you start understanding how to manipulate points and attributes. don't get into dynamics until you have some solid understanding of it. Also, the shelf tools are a great way to see how houdini works, you can click them, and then see what they are doing and why are they doing it that way. Just try to pick a reference subject and rebuild it, as you try, search for tutorials on what you need to do.
  12. This might be a better question for Sidefx forum, or support directly
  13. Hi Nikolas, casually I've been experimenting on the same, and by searching inside the "RBD Auto Freeze node" I learned how this node takes the existing data, and modifies it to make new data and use it to apply forces on the geometry. If you check my file you'll see I did something similar just to test it, and also applied some to the "motion" DOP I hope it is some useful to you. Modify_Data.hipnc
  14. Hi Chris, I think your problem is you are trying to import your sawdust as an RBD Object when what you need is an RBD Fractured Object because you are dealing with multiple pieces. I might be wrong but if you upload your file maybe I can take a look and help you.
  15. Is there a way to calculate the angular velocity from spinning points that only hold "N" "v" and "up", without using the trail SOP?