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rafaelfs

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About rafaelfs

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    Illusionist
  • Birthday 03/23/1976

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  • Name Rafael
  • Location Toronto

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  1. Hi all, I've just finished a little personal project that was featured in our studio (Tendril) during the welcome party for the last FITC/Toronto. All Houdini and Mantra. Cheers
  2. Sorry, I can't make sense of that...
  3. I'm not sure I got your question right, but if you meant to animate the carving of curves based on a random end frames between 35 and 50, here's a possible answer. The trick is that there's no storing of script variables in SOPs, the script is evaluated and that's all you get at the end of it so your jitter variable is reset every time. Instead I used the primitive number as a seed for the random value (so I get the same random value for each curve) and then you just interpolate based on the current frame. Cheers random_carve.hip
  4. Are you trying to move the points of your torus with a point attribute Cd? Use a point wrangle and set @P + Cd; Cheers
  5. Wait... that looks like Cain's mech from Robocop2... nah, I must be tripping!
  6. I'm not sure if it'll bounce forever, but have you checked the bounce value on the colliding objects? I think ground plane, for example, has default bounce of 0.5, which causes it to push objects back with half the force it receives. Cheers
  7. I thought I had issues with capturing in the past and it turns out that I was cooking my capture at every frame, which was an issue with how I wired my network. You might want to check tor that or if it still doesn't work, look at the pointdeform SOP: it's an asset built mostly with wrangle nodes and the code is all exposed for your learning pleasure! Cheers
  8. Only way I can think of is to create a file spare parameter in your wrangle and place hscript expression there. Cheers
  9. yup, it's kinda like scientific notation.
  10. here's a quick'n dirty setup... viscosity_attrib.hip
  11. It's actually pretty simple: you have to create a viscosity attribute on your particles (point attribute, float) and enable the viscosity by attribute in the solver. You can use an attribute create SOP or a wrangle, but if you want to manipulate the viscosity or change it over time, these changes have to be done with the use of a sop solver, but even then it's not too hard. CMIvfx has a great tutorial on variable viscosity fluids, by Mr. Tonkas. Peter Quint also has some stuff on FLIP, but I'm not sure if he covers viscosity by attribute... Cheers
  12. Not really, PBD can be used to simulate a number of different effects, including cloth. I don't think it's meant as a replacement for the cloth solver though. FEM fits another category that you can't recreate in PBD (at least not as easily as you would with FEM, I presume). Think of PBD as a different method for simulating particles, or particles with links (constrains). FEM deals with volumetric primitives (tets) so you can better approximate real solid materials, volume preservation, internal forces like twisting, strain, etc. FEM can be applied to solve cloth with the advantage that's easier to set different material properties to FEM cloth and approximate real fabric or what not. The same is not true for PBD, although you can create some interersting cloth-like effects.
  13. yeah... I'm not sure that masterclass relates too much to Houdini's current cloth workflow. You might want to take a look at the help card for the cloth object or at least the FEM masterclass. From help card: pintoanimation, Point, Float, Enable hard constraint to targetP and targetv. Basically means that without targeP and targetV attributes, pintoanimation is worthless. Enable target options on cloth object and then create a velocity attribute in SOP level so that your pintoanimation can have effect. Cheers pintoanimation_test_fixed.hipnc
  14. Also the new stroke SOP can draw curves on polygonal surfaces. Freehand though...
  15. I don't think there's a deep mystical reason behind the defaults. You can change everything about the construction plane in the viewport name menu. just keep in mind that by default houdini works in metric system (which you can also change to your liking). Cheers