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About nicoladanese

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    Nicola Danese
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  1. point orbiting around another point

    hey! I'm playing with your scene and I'm having nice spheres rotating around those points, but the rotation axis doesn't look right... ap_orbit_around_point_on_path_02.hiplc
  2. point orbiting around another point

    hey atom, thanks, I'm looking into your hip file, problem is my main points are wandering around, not on a straight path (sorry my draw was a little too simple!), they are particles moved by a pop force
  3. Hey all! I have a bunch of points travelling around, and I would like to create a new set of points, where each of them is orbiting around the given point, in the direction of the main point, I guess the image attached explains it a little better than words...just trying to do it with vex code cheers
  4. particles creating objects

    hey Atom, well yes it could be like you said. to do the butterfly shot my approach would be to create a proxy geo of the wing, project the footage on it, get the color info and proceed with the sim. then get a clean plate of the background and reveal the "real wing" as the particles are coming close to it. I can do it with an actual emission from the wing and then play the sim in reverse, or try do actually attract the particles to the wing in order to build it...of course even in this process at the end of the day you just create a map to reveal the shooted wing...which is one of my doubt...I guess the approach is the same as creating a wet map...get particles closer to the surface, when they hit it get a white pixel to drive the alpha of the wing that will appear
  5. particles creating objects

    hey doing the opposite and then play it backward was my first idea (and probably my maya approach)...I was hoping in something a little more interesting in terms of setup. Anyway if I do the classic "disintegration effect" still some of my questions are there...the main one is how can I emit and remove the mesh area that has already emitted some particles...but I think there are plenty of tutorials about it!
  6. particles creating objects

    hey all! I'm starting to think on how to replicate an effect like this one attached. I'm starting to think about particles attracted by an object, and when particles are close enough or hit the object they inject opacity into the mesh and reveal the object itself. In houdini I'm starting with a simple POP attractor, but I'm having some back and forth elastic effect with particles (I supposed that is due to the pop force node that is keeping particles moving...). So what I'm trying to do is something that is snapping particles to their goal once they are close enough, and also how can I tell to the particles to get the color of their goal from the beginning, and how to kill them when they are close to the goal, and also how can I transfer the hit information to the mesh so I can make it appear...so many questions! thanks to anyone who can drop an idea! attractor_v001.hiplc SAMSUNG Pixel_1.mp4 SAMSUNG Pixel_2.mp4
  7. rbd sim lost uvs

    aaand it did the trick! thanks!
  8. rbd sim lost uvs

    hey all! I'm importing an obj with uvs into houdini, shatter it and sim a rbd bullet dynamic. I've noticed that after the assemble node created by the shelf tool uvs are gone. now I'm trying to cache out an alembic but once imported outside of houdini I can 't get uvs back...any idea why? cheers
  9. pop speed limit keep affecting the sim

    update: looks like keeping activation 1 and keyframing the value does the trick...I guess keeping activation is needed to evaluate the value you want, so has to be 1 otherwise the solver doesn't get the change...
  10. pop speed limit keep affecting the sim

    Hey I'm applying a pop speed limit to some rigid bodies to clamp the explosion force to some min/max at the explosion time everything looks okay, but I can't turn off the min speed limit, looks like once a piece is clamped by that limit it will be clamped forever, even if I turn off the node or switch to a null...almost like that rbd is marked as "never go below that limit", so I end up having pieces travelling for no reason... am I correct? is there any workaround? cheers!
  11. voronoi fracture, how to avoid straight segments

    hmmm...nice idea, maybe I can create some macro pieces by hand and let the voronoi shatter do the rest
  12. Hey all! I'm shattering an object with voronoi and obviously the result is a bunch of pieces with straight segments, but what I want is pieces with curve profiles, like the image attached. does anybody have any idea on how to achieve that kind of look? cheers!
  13. randomize mass on RBDs

    great! thanks!
  14. randomize mass on RBDs

    hey! I have a fractured object I'm trying to blow up, one thing I noticed is all pieces have a mass of 1, how can I calculate a proper mass based on the size of the bounding box or at least randomize it? cheers!
  15. missing reflections from fire

    both solutions worked perfectly! thanks guys P.S. Colton your solution worked well but in my sim I was having a bit of density in render as well...