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Kongfu

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    Ilya

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  1. What is a proper way to resolve collision? I did this kind of effect sometime ago but had no idea how to handle collisions between objects. Import in dops, set goal velocity and make them interact with each other?
  2. Thanks for replies! I completely remodelled this thing twice and getting close to what i want! http://savepic.ru/7744458.jpg
  3. http://savepic.su/6101802.jpg http://savepic.su/6102826.jpg Hello, im trying to handle a problem with my model. I've modelled pokeball in blender, exported it to houdini as fbx and can't get it to render properly (polygonm as subdivision). I used facet, bevel, crease attribute and etc, but nothing works for me. I would like to hear any advices before i give up and re-model it from scratch.
  4. I need to extrund inwards, and cookie didnt work with geo exported from blender (i tried converting etc, but it gave me weird results). I installed H14 and magicly it worked just fine! Only thing i'm wondering if is there a way to wrap vector files by uv coordinates and THEN load it as a geometry, so it wouldn't be needed to adjust position manualy pack_v02.hip
  5. Hello! I've banged my head into a wall for a 4 hours, struggling with this task. I have a basic cube and i need to extrude icon/letter on it. Can't understand how i should approach it. I've tried cookie (weird artifacts or not working at all) and subdivide by a tonn (worked, but resolution was way lower than needed). Also i probably could do a render time displacement, using a uv maped texture, but i really want to understand a modelling way of doing this, cause it will probably be needed a lot. If their is an easier way to do it in blender - please share aswell Thanks! extrude_star.hip
  6. well i got it to work. I've used packed primitives. I had some problems with copying geo back to points, since it used both point position AND trans matrix, but it works now
  7. Hello i want to create effect of rebuilding geo from broken pieces I'm copying pieces on points, which transfers from start point to final destination. But i need to get orientation of geo right. For this i can use orthgonal basis(i can create it with polyframe but dont know how to transfer rotation from dopnet to it) or orient parameter from dop network. How i can acess to this orient position?
  8. Wow! IT is very cool and fast! I was about to write vex, so my point would shoot rays in every direction until it finds a point or reaches maximum distance, but that's way more elegant! Thank you very much
  9. Thanks, it worked! Kinda slow tho, so i'm probably going to try to find some better way. May be will get volumes from geo and check if my lightning traverse through it.
  10. Hello. I need to delete points, which is obscured by other points. I want to emit lightning from center of my sphere, but dont want it to go through geomentry. Is there a way to get around? My thought was no delete points based on normal direction, but it doesnt work 100% correct. Reference #1 starts at 1:16 Reference #2
  11. cant import simulated geometry from dops, so i could render it, using my material tried different nodes, nothing is working as needed (not working at all) would highly appreciate if you take a look dop_import.hip
  12. ive got a weird bug with velocities. I want them to go outside from center point, so i build vop pop (file included), Math is simple: get distance from center and recompute its length using some trigonometric functions. What i did wrong and is there any easier solution to do explosion movint out of 1 point. Also: how can i disable flame in pyro simulation? And is there any solution to get fast expanding smoke/dust sphere besides setting smoke timescale to 3-4 digit number? Sorry for my english custom_vel_field.hip
  13. Thanks, this hip file works just fine, tho im pretty surprised there is no other option
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