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About tricecold

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  • Name Tim
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  1. do a shatter geo like in the sidefx tutorial, then pack them based on connectivity create an object to define places to crack transfer a custom attribute to the object with a falloff, like f@crack = 1; or sth create some random normals with attribute randomize in a vop use displace along normals to move the pieces, so connect the this custom attribute you transfered to displace along normals amount input that should get you started with a basic setup. But this is a diamond so you would see the already shattered object even if it was not broken so right after the shaterring, store their rest attribute and after the animated object type drop a wrangle and run it for interior faces only float moved = @rest-@P; if(moved = 0) removepoint(0,@ptnum); then fuse the whole thing back to together
  2. you can do this after simulation also drop a wrangle, connect the same cache with a 1 frame offset to second input vector oldspeed = point(1,"v",@id); \\get the previous frame point velocity vector float speed1 = length2(@v); \\ measure current speed float speed2 = length2(oldspeed); \\ measure previous speed f@ratio = abs(speed1/speed2); \\ get the change ratio basically, if the ratio is 1 then speed hasn`t changed and vice versa, or sth like that
  3. Jeff Wagner said that's the only way at the moment
  4. I am on the same boat, been all over the internet, so far no luck, anyone ? vdb morph only works with SDF, I am almost on the way to fill up a FLIP container which will help to extract some vels but it will be extremely dodgy
  5. in recent builds, since when I am not sure, the SOP overwrite in glue network has a python expression which checks for time dependency on the incoming network, for some reason if your Glue Network is time dependant, this will force DOP to fetch in the GLUE every frame, caused me a big headache, until I found out the issue.
  6. Hey Seb; thnx for the file; I have the same issue, I cant get the constarints moving the cloth object from wires, I attached my example file. any ideas ? FEMConst.hipnc
  7. Must have done something wrong then, I will check
  8. how do you guys render alembic with point instancing using instancefile string. I can do this with an instance sop ( after changing the file node with an alembic one) and it does loads the abc and copies on the abc to the points, thanks to Tomas Slancik, I can even offset the caches of each individual abc by modfying abcframe intrinsic. but how can I render this the same way i normally would with bgeos and a point procedural (vm_geo point instance) any ideas
  9. second advice worked like a breeze, all I have to do is to figure out how to have this offset working with delayed load procedural thnx Tomas
  10. Thnx, I will give both a try, appreciated
  11. So I had some progress on this. I have points where I instance to abc files on disk, previous version was using a string to offset the bgeo sequence, but since abc loads a single file this wont work. Documentation shows that alembic has sample time which must be divided by fps from the current frame. But any ideas on how to make this work on point instancing.
  12. Worked like a champ.However, another issue came to rise due to super high amount of bgeos created. Instead of bgeos sequences I am thinking of wedging into alembics. With alembics thou I would have to somehow offset the alembics cache frame without using the cache offset in the string attribute ? Anymore ideas?
  13. thanks Tomas, I will give it a go now.
  14. So I have this wedges of nearly 1000 sims baking on the farm. I would like to load them back with several filemerge nodes but with frame offsets inherited from a Cd attribute in the scene. I thought of doing this with file instancing and baking the offset and cache numbers as attributes, but this will only work for Mantra, I will have to export this geometries out of Houdini with the offset. Any ideas ? Also the sim needs to hold its first frame until the frame offset value is reached.
  15. You need to add an attribute create to create a local variable but don't forget to turn off write otherwise it won't work, also grass is green without the rain