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Tom

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About Tom

  • Rank
    Initiate
  • Birthday 04/23/1993

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  • Website URL
    https://tomsseglins.artstation.com/

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  • Name
    Tom
  • Location
    Latvia

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  1. First thing that came in my mind would be to apply opposite force if velocity is bigger than some value (the more it goes over this value, the bigger is the opposite force). But im not a big FLIP pro so maybe there is a better solution.
  2. How did they drop the ball? Maybe they have some server connection issues or they have announced something?
  3. Thanks for the reply Marty I already tried something similar but I wanted to see if there is some other workflows how to otpimize this, except making bigger tets.
  4. I'm currently working on some balloon simulations. What would be the best workflow (procedural) on how to setup about 50 balloon simulation and more? Basicly, what would be the best way how to get those 50-60 balloons in DOPs to simulate as FEM? I would pose them in SOPs and then use some forces on them to push around. Thanks in advance, Tom
  5. I'm currently working on some balloon simulations. What would be the best workflow (procedural) on how to setup about 50 balloon simulation and more? Basicly, what would be the best way how to get those 50-60 balloons in DOPs to simulate as FEM? I would pose them in SOPs and then use some forces on them to push around. Thanks in advance, Tom
  6. Paldies! Thanks Happy to see other Latvians diving into the Houdini world
  7. One of the recent CG ads my team at BlueLake created, where Houdini was used to do FX and some geometry magic. Project was done for the spaceedu.net Concept art: Final: Cheers, Tom
  8. Thanks Marty and John for the suggestions
  9. How to create a realistic soap bubble shader in Mantra, that would be used in live action footage? With default shader, it seems I cant get the right look.
  10. Well, thats the look I need to make even if its not the realistic scenario.
  11. This is my current progress: It takes 2 files, where each one containts different level of branch curves and does the growth based on them. Also thanks to Johnny Roek for his example scene, that can be found here https://www.facebook.com/groups/HoudiniFX/1066421030040292/ Next problem: I would like to do is create behavior like this. Where branch that "borns" follows the growth. I have attached two scene files. One with the progress and one with the follow behavior example. Tree_Dev_Day1_progress.hip Tree_Test_002.hip
  12. Hi. I would like to ask for an advice for making a tree growth animation in Houdini. If there are some tutorials or any other kind of materials that could help me, I would appriciate if you could share with them Growth happens for around 2 minutes. Tree growth will start like a seed (very small/thin trunk) similirat to this animation but without leaves https://vimeo.com/32134340#t=6s As more branches grow, thicker the trunk becomes. This animation has to be very art directable, so randomly growing is not an option (except the very last levels of branches). My inital plan is to to manuali draw first 2-3 levels of branches (including trunk) and then run it though some assets that I will build wich does the growth (with all the animation controls and etc). I have attached concept images that have to be replicated almost 100%. Thanks in advance! Tom
  13. Thanks for the idea Anthony. But that didnt work either. It works only if the thickness of the collision object is increased (also the volume collision works properly then) I'm just wondering why the colision are not working even when the collision volumes are looking good, for thin objects. I have updated the scene. (it might be useful for others) I added POP Wind for air resistance, to make it more stable (so the water wont shoot out of the glass lika a rocket ), is this is a good practice on how to make the FLIPs "stable" ? This is how it looks now: glass_fill_basic_v2.hipnc
  14. I havent realy used Flips in houdini, so i have this realy basic problem.... So I have set up this scene from shelf tools, and it seems i cant figure out how to make a basic glass fill with fluid, it just dosnt fill up, it seems like particles are been deleted.... I have attached my test/example scene. I hope someone can explain me why its not working. Thanks in advance, Tom glass_fill_basic.hipnc
  15. Thanks, got it working, for some reason i forgot to drop it in procedurals maps.... these little mistakes