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About Skybar

  • Rank
    Houdini Master
  • Birthday 11/28/1991

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  • Name David
  • Location Sweden

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  1. I agree the new group and copy sops are confusing. I lay down one, oh that didn't do what I wanted, I lay down another, oh still not it. It might be a case of just getting used to, but on the old ones you had a pretty clear overview with the tabs - which is easier if you aren't yet sure how to do something. Switching tabs and trying different parameters versus laying down multiple nodes and jump between them. I might change my mind when I've used it more, but it feels quite cumbersome atm. I'm also one of those building everything in one geo node because jumping up and down is so annoying, so it could just be me. On that note though the new bookmarks/quickmarks looks really nice.
  2. You are probably creating the vdb from both points and volumes. Volume primitives have a single point in the middle which most likely is getting included as well in your case. Get rid of the volumes before using vdb from particles.
  3. If you can wait a little bit I'd say give the new Boolean in H16 a shot, sounds like it would be a good fit. It's being released in a few days I think. Or if you JUST want to slice it in half, you could try Clip SOP.
  4. Could be good to decide what to do with bind/rest poses for characters if you are doing hair/fur in Houdini.
  5. Wow I didn't know you could do this, this is great! Before I usually timeshifted to a frame, deleted points, created an attribute and copied this attribute back by id - and then deleted the live points based on this attribute. This is a lot more straightforward to directly delete points by id. Thanks!
  6. I think you have to enable motion blur on your mantra rop, but disable the image blur, for motion vectors to work. If you have done that already I don't know.
  7. Yes in that case, where you need to deform the geometry, packed primitives might not be the best choice. They work like a zipfile, you can't access or change whats inside, you can only move it around. You would have to pack it up, do your deformation, and then pack it down again. I haven't used "normal" RBDs in forever so I'm not sure what forces work, but I suppose it's not impossible to do the roughly the same thing but apply the force differently.
  8. No shame in being new, asking questions and learning. Can't look at your scene but I guess it's sorted. The nice thing about using packed primitives is that you can control them much in the same way as particles.
  9. You could do something like this: forceFromNormals_dv.hip
  10. No but the workflow from that shelftool was the same so you could take notes from it.
  11. Take a look at the shelftool "RBD Point Object" and then "RBD Packed Object" in the popup.
  12. Don't really have time to now, but I think it's been done a couple times here if you search for it.
  13. You usually hide the source where you can. In this case you might put it inside his mouth instead of in front. You could also make the source less of an obvious shape, or even try subtract it after the sim. Or create an age field to mask with.
  14. Actually took a look at your scene now and it works. I deleted the remesh and collision volume stuff for the dragon, made sure the SOP Path for the dragon Static Object DOP pointed to actual geometry, turned off volume collisions and set bullets collision to concave.
  15. Could use point deform. I've been using it a bit recently. Animate your points along an axis that you capture with a straight curve, then they'll travel along your deformed curve.