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About xmetallicx

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  • Birthday 10/25/1990

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  • Name Joel
  • Location Singapore
  1. Hmm i use the clip SOP to get nice straight cuts at the edges and to also remove the bottom. Or sometimes i use a bounding box to group the points at the top and blast away the rest. (Might not give you nice straight edges if that is what you need) So far that is the cleanest method i know. Anyone else have a better method?
  2. Heres my take: ray SOP or attribute transfer! joel_How2MatchCurvature_solved.hipnc
  3. Is this what you meant? right_angle_curve.hipnc
  4. Polyextrude your whole box to give it thickness and it will get rid of those bright edges, which is another solution . One thing i realised is that mantra doesn't really like non-manifold faces.
  5. Hey there!, there try adding "[$F]" to your color map. "op:/img/comp1/ramp1[$F]" This will force it to cook on every frame - Joel
  6. http://www.sidefx.com/index.php?option=com_content&task=view&id=415&Itemid=269 Officially workstation cards are supported. But if had to pick i would go with nvidia cards, due to the better driver support. As they said consumer cards are used at your own risk, however i'm running a geforce gtx 660Ti at home to play with Houdini and haven't had a problem so far. Though i may have to use older drivers which might be more stable than the lastest drivers. Of course if you are in production, stability is what you want and workstation cards will fit your needs. Just my 2 cents
  7. You could use hbatch command in the shell to open your hip file then "opparm -c yourNode execute" would cook/simulate your node in commandline.
  8. Will this work for you? sort your point 0 to one end of the curve. then use another sort with proximity to point with an expression referencing that point 0' it does have its flaws but it might work for you Cheers! - Joel
  9. this might help: http://www.orbolt.com/asset/SideFX::compactcar http://www.orbolt.com/asset/SideFX::vehiclerig
  10. You could use an add sop to connect the upwards particles as a line, duplicate, shift it one side and then mesh it together like a ribbon using a rail + skin sop. Then have xray kind of shader to help give you the look. Though this method will probably have you tweaking alot. - Joel ribbon.hip
  11. Hey i looked at your file, I deactivated density and fuel in your DOP I/O node and your volume will render. Since it seems that won't really need it for render anyway. Tweaked the shader a little just to get the color. - Joel flamefront_332_joel.hipnc
  12. you could try using the connectivity SOP -> partition SOP to get the separation of the leaves and branches, it will output a whole bunch of groups for you to play around with. For the dynamics part you could use wire solvers for the branches and cloth solvers for the leaves Cheers, - Joel
  13. Add "pscale" attribute after your file node and edit the default values?
  14. Hey there! Heres a quick solution Hope it helps! Cheers! - Joel toodforcedoubt_solve.hip
  15. you can copy the .wb .bw files from your installation directory. Example in Windows: "C:\Program Files\Side Effects Software\Houdini 12.1.xxx\houdini\config\3DSceneColors.wb" Edit: As for the point number thickness...you could switch to the H11 scene render into 3D viewport setting that will get rid of the outline. But you lose the new 3.2 OpenGL Viewport Edit 2: What version of Houdini are you using? There was a tweak for the outlines of the text in version Houdini 12.1.75