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feresteanud

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    fere

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  1. Here with particles. Hope that's what you are looking for. particles_change_color_by_ramp.hip
  2. A quick example. Hope it helps going forward. change_color_by_spline_ramp.hip
  3. Hello, I was just wondering where the small jittering is comming from in flip fluids. It is obvious aftering meshing it. I found kind of a solution, in point vop, if veloctiy is smaller than a value then flatten on y axis, but it is not ok in all in some cases. Did some of you encounter something similar? Can this be avoided? Thank you.
  4. It is an animated geometry. So this is the reason. Ok, thanks. I'll have a look to see if I find some threads. Thanks.
  5. What is actually changing is the point numbers but only when I apply voronoi fracture node. The alembic file is just like a grid and the point number doesn't change at all. It stays as in the first frame. Point numbers start to change when I apply voronoi node. The solution for this (just tried right now) is to export it as fbx file and everything works fine. But just wondering why alembic behaving like this, maybe there are some situations when you cannot export the file as fbx.
  6. Hello, Maybe some of you had already this issue that I have at the moment and really appreciate the help. Trying to figure it out for almost two days and still no result. The problem is like this: - import the alembic from maya - convert it to polygons - then make a selection and delete what is not selected - when I play each frame I have another set of polygons like in the image attached (I cannot upload the file). Hope some of you have some ideas. Thank you very much
  7. Voronoi Fracture node creates two groups: inside and outside. It is by default and can be used, in your case, to select the interior faces.
  8. Thank you very much for the example files. I'll dig them and learn.
  9. In the example file makes no sense indeed, as you say. I'm fracturing the geometry in another software (3ds max) and I want to keep these fractures too. So when importing in Houdini and fracturing I want to take them into account (custom fracturing from 3ds max).
  10. Hello, I added two levels of voronoi fractures to my object and it seems that when I fracture (second time) my object it doesn't take into consideration the first pieces. What I see is that the name of first fractures is deleted once the second fractures happens. Is there a way of keeping or taking into account the pieces from first fractures no matter how many times do I apply voronoi fracture node? See the attached file as an example. Thank you very much. name attribute.hipnc
  11. Hi, here is an example file I did quickly for you. The location of the fractures happens on a location of a point. Use transform to move it wherever you need. fracture_specific_area.hipnc
  12. Thank you Rohan for tutorials you do.
  13. It seems that is working. It could have been, as you said, from volume sample and also have to remove from flip object the object. I might have messed up the settings in flip solver, so it's a good idea to start with a fresh solver. Sorry, I have forgotten to upload the proxy glass. My mistake and thank you very much for your quick answer.
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