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Everything posted by frankengen

  1. Hi, sorry if this seems like a silly question, but what am I doing wrong when I am searching? Nothing is coming up.. I searched from something as common as RBD, and absolutely nothing comes up. The thing is if I search for flip I can see a post with the word RBD in it, so what am I doing wrong? many thanks for you help, and sorry if it is probably something silly I am doing wrong. Kind regards, Frank Engen
  2. Hi, I cant figure out what I am doing wrong, but my geometry shape does no seem to be respected. It only seems to respect the old geometry shape in my dop simulation. Does anyone know what I am doing wrong? Many thanks for your help, kind regards, Frank Engen Deforming_PackedGeometry_01.hip
  3. Thank you so much for that, I really appreciate it. Kind regards, Frank Engen
  4. I am unpacking it in a sop solver inside a for each loop to do it to every packed geometry. Then repacking it again and transferring the attributes back onto the packed geometry with a attribute copy. The plan is to add more packed geometry every frame, as well as deforming and manipulating the geometry in a unpack and pack manner, which seems to work, but the error seems to be with my collisions, it seems to have the same collision geometry/bounds as it initially had before is started manipulation it in the sop solver(even though when I look at the "Show Guide Geometry" in the "rbdpackedobject node" it seem to have updated there. Which is the problem I am hoping to resolve. Many thanks again for your help, Kind regards, Frank Engen
  5. Sorry about that, it should just be a sphere as a placeholder in the scene as a test. Here is a more clean sceen. Many thanks for looking at it. Deforming_PackedGeometry_02.hip
  6. I have done this before but i am not sure whats happening now, I believe this file should work, but fore some reason it does not, and the height colour should co-relate to the displacement height. It works with uv's but not with point position. Does anyone know what I am doing wrong? Many thanks for your help, Kind regards, Frank Engen HeightMap_01.hip
  7. Hi, I'm trying to bed outwards, basically like this I saw this effect and though I wanted to recreated it, cause it looked like a fun challenge. I think I'm very close but not quite getting there. I was wondering if anyone have a clue what I'm doing wrong. They are kind bending outwards but not all of them are. Any help would be much appreciated. Many thank. Frank Engen 7Bend_01.hipnc
  8. Hi, I was wondering if anyone knew why as soon as i hit allow editing of content my shader stops working in my ifd's and it just renders grey scale? Does anyone know why this and or a solution to it? Do I have to cache my shader maybe after I do this? If so how does anyone know how I go about doing this? Many thanks for your help. Kind regards, Frank Engen
  9. Hi, I am trying to render point instancing with the "instancefile" strig attrib, but it only works when I render localy. When I render on the farm with ifd it only works with "instance" attrib meaning the file or geo has to be in the scene. Is there a solution to this? Many thanks for your help, Frank.
  10. actually I take that back I cant get the "instance" attrib to work either the only way I can get it to work on the farm is if the instance object is specified in the instance node. How do I fix this? Many thanks, Frank
  11. Hi when i color a vdb volume i get a hollow or white center, how do i make it so i just get a solid sphere colored, i want to do this with the vdb from particles. Many thanks for your help. Frank ColorVolume_01.hip
  12. Sweet thanks for that
  13. Or is there another way of doing this? I just though vdb from particle would be the fastest but i guess i can do it with volme from attribute but its just a bit slower i think :/
  14. I can not get my object to become a light that affects subsurface scattering, i do get it to work with other normal mansasurface shaders and volumes. But not to work as a light does and make another object scatter. Does anyone know how to do this? Many thanks, Frank
  15. Thank you guys, yeah that worked using a geometry light. Many THanks!
  16. Hi, Im doing a rigg in Maya, and using Houdini to help out and Im going to use it to sim my carracter dynamicly aswell. For now im struggling to get my corrective blens shapes working in maya. Not sure what im doing wrong in Hoduini. The deformed arm does not end up looking quite like the dorrective blend shape. When I apply the blend shape in maya, its close but not quite. THank you so much in advence for your help, Many Thanks, Frank Corrective_BlendShape_01.hiplc CorrectiveBlendShape_01_rigg.mb
  17. Hi, do anyone know of a way to delete the middle sections of a line, so not just the points but actualy getting rid of parts of the line so its no longer connected? Preferebly by a attribute. The attached file shows more what I mean. Many thanks.
  18. Thats an awsome solution, thank you very much
  19. . Delet_MidSections_of_line_01.hiplc
  20. Hi i am trying to make a line of points act like a string following its next neighbour. Basicaly I am trying to fint the position of a point with two specific attributes that are compared in a if statement in vops. So I want to do it all in vops so I can sim it in a sop solver or vop pop. I might not explane it very well, so pleas look at the file. Hope somone can help, many thanks. Frank Point_follow_next_point_in_line_01.hiplc
  21. Thank you very much! Thats awsome! I ended up doing it like this in the end, but its a bit slower then your way so im going to try doing it your way. Many thanks, Frank Trail_01.hiplc
  22. sorry thats not actually doing anything, i thought i had cracked it but i was only pointing the id pos to th pt pos :/
  23. . TrailFollow_02.hiplc
  24. I cant quite get them to follow if they emit more then one line .atm :/
  25. Getting closer TrailFollow_01.hiplc