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About nicoladanese

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    Nicola Danese
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  1. cull spheres based on bounding object

    perfect! thanks!!
  2. Hey All! I'm importing a bunch of animated spheres through alembic inside houdini, and I'm trying to delete all the spheres outside of a bounding object, this simple setup works but it culls points so I end up having half sphere deleted and the other half still on. How can I tell to keep or delete the whole sphere, without having half of it. it could be something like "if the center of the sphere is inside the bounding object keep it, otherwise delete it", or "if at least one point is deleted, then delete the whole sphere" thanks!!
  3. noise on internal faces of a shattered geo

    thanks! boolean fracture techiques?? where??
  4. hey all! I'm trying to put some noise on the internal faces of a shattered model with voronoi fracture, I promoted the group "inside" from primitive to point to use the mountain sop, but I'm getting noise everywhere...inside and outside...I'm also struggling to subdivide a little more the faces inside keeping a nice topology...does anybody have any idea on it?
  5. how to customize rop alembic output

    thanks! weird enough the abc export works perfectly with one frame, but when I cache a sequence maya doesn't seem to like it, it just crashes when I try to open it. Of course if I open the .abc back in houdini is fine... ...awwww maya!!
  6. how to customize rop alembic output

    hey Rob, thanks for your help! I got something and that's great, only thing is the meshes in maya have the name in the shape node, not in the transform, but I guess I need to fix it maya rather than houdini...
  7. hey all, I'm trying to cache out some geos using alembic rop output driver to let them go to maya, it works but I'm having issues customizing the name of geos to get them right in maya for instance, in a situation like the image attached, I'd like to have an alembic that contains 3 mesh, each of them with the name "box" "sphere" and "torus" , instead I have a single mesh with the name of the geometry node cheers!
  8. snow falling from tree branch

    Hey Matthew thanks for your reply, while searching around I found this and it looks great to me, looks like wet sand is doing a pretty good job mimicking snow. If I understood well your approach is more of a rigid body style, with particles on top of it to sell the ideas of snow, am I right?
  9. snow falling from tree branch

    hey I need to put some snow on top of a tree branch - see attached image - and then after a shake of the branch the snow has to fall down I found some tutorials on how to place snow on top of objects but I'm not sure what's the best way to simulate the falling pieces any help would be great!cheers
  10. workflow for flip fluid sim/mesh/render

    great! thanks again!
  11. workflow for flip fluid sim/mesh/render

    btw, I'm looking into gridmarkets for cloud sim/renders...do you know if this setup will work on gridmarkets too? I'm looking into their tutorials and they use a slightly different approach, using the "batch" instead of the "merge" , here's a link http://www.gridmarkets.com/submission
  12. workflow for flip fluid sim/mesh/render

    great thanks! now time for step 7 "Grab a beer, have a nap"
  13. workflow for flip fluid sim/mesh/render

    Hey I have 2 questions... first, is this setup correct (see attached image) ? second, I don't get one thing: in this way we cache the particles to disk and we do the same for the mesh, but we're not telling to those nodes to actually read the cache from disk. I mean, after I manually write a cache on one of these nodes I check the "load from disk" checkbox to enable the "reading" of the cache. How this setup is supposed to deal with this?Am I missing something? cheers!
  14. workflow for flip fluid sim/mesh/render

    Hey James thanks for your help! I'll give it a go asap and let you know! awww...step 7 is definitely my goal for this!
  15. Custom Vortex Field - FLIP Whirlpool

    hey, look at this topic I created a few weeks ago could be very helpful for you as well...