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callebalik

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    Calle

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  1. Hi, Is there a way loop a cloud noise? Looking to make a cloud that animates seamlessly over 250 frames. Cheers,
  2. Hey guys, Feeling very dumb. Pre H17 i believe it was very simple to make an emitter with velocity from normals. From what i remember I used to do a wrangle in SOP (@v = @N*value). Nowadays it doesn't seem to work like that right? I just want a simple polygonal circle to emit particles towards the direction it is pointing. What's considered best practice with the new sourcing??? Cheers,
  3. Hi, I have made a groom on a rest pose mesh that I want to transfer to an animated alembic with matching topology. What does the workflow look like? Deform Guides??? Cheers,
  4. Hi, What's the proper way of adding velocity from normals in H17s Pyro workflow. Should I use the Point Velocity node in SOPs and merge in before Volume Rasterize Attributes? If I feed build a velocity volume in the Pyro Source it becomes a renderable volume. It didn't use to in earlier versions, right? Cheers,
  5. Thanks guys! I realized I was a bit unclear of what I meant. My bad, was on my phone and wrote it on the fly. What I am trying to do is to delete the edges running through the pieces, edges that are carried over from the source geo. I am trying to get every single piece as one single polys. Source geo has no depth and I am not generating inside volume. Doesn't seem to create any usable groups that I can isolate the resample to. Ultimately I am trying to create a condensation HDA for still renders. I have tried using divide and compute dual to create similar patterns but can't find a way to art direct the density of the effect like I can do with a voronoi. With voronoi its easy to run a noise (or even paint) over the geo to define the density of the input points used for the voronoi breaking. If I could only remove those edges... Or find another way of creating the pieces. Cheers, rs,
  6. Hi, any way to remove the original edges that comes from the input geometry when having done a voronoi fracture. trying to do a resample over the voronoi and only want to resample the edges of the pieces but it runs over all edges. thanks in advance tou geniuses!
  7. Hi, Any tips on where to start poking around to achieve this type of effect. https://goo.gl/images/pccCFA Would like to be able to control which objects scale at what time ro offset then. I have a setup in C4D that works but the softbody solver in c4d is a bit tedious and unpredictable to work with when u need to iterate versions. thank you!
  8. Hi folks, Trying to approach an effect where I have a meteorite that I want to dissolve based on a marble texture. I'd like to have the dissolve start from the "swirly veins" of the marble and grow out and into it until the meteorite completely disappears. Loose ways I have thought of is -- Cd Attribute from map --> points --> propagation through solver --> delete based on Cd --> vdb --> mesh -- Attribute from map --> isolate veins geometry --> expand veins geometry --> cookie/boolean over initial Would it be possible to achieve with a volume vop or other volume operations? Maybe VDB combine? Need good detail and solid interior of the meteorite. Any directions and/or tips highly appreciated! Cheers
  9. Thanks Atom. Nice approach. Realised now that i accidentally double posted this question. The other more active thread is here Maybe mods can merge the two threads. Thanks.
  10. Wow! Thanks @mestela and @Farmfield. Already a patreon of Farmfield but will become cgwiki patreon as well. Both of your resources have done so much for my first steps in houdini. Cheers
  11. Thank you Matt! Works great! After further searching I also found an example by Farmfield of a great looking spherical force built with sopsolver and vex. (https://www.patreon.com/posts/circular-force-12970992) Is there a way to use these kind of forces with RDBs? Have never really played much with rigid bodies in Houdini. Have used C4D for my all my fracturing work. Houdini mostly particle stuff. Cheers
  12. Hi, I assume this topic has been covered before but have searched for 1h now. I have a fracture where i animate the active group to release the pieces. I am trying to create an orbit/radial force to catch the pieces and make them swirl around in a circle. What would be the best way to create this velocity field and transfer over to the RDB object? I have almost pulled it of but my pieces end up flying all around the place and not staying inside of the vel field. Thanks in advance! Cheers
  13. Hi, I assume this topic has been covered before but have searched for 1h now. I have a fracture where i animate the active group to release the pieces. I am trying to create an orbit/radial force to catch the pieces and make them swirl around in a circle. What would be the best way to create this velocity field and transfer over to the RDB object? I have almost pulled it of but my pieces end up flying all around the place and not staying inside of the vel field. Thanks in advance! Cheers
  14. Thanks! Haven't played around with smoke/pyro that much so this really saved me. If I want to add some multicolor to this smoke, from either a ramp or from an image, how would i do that? Not familiar with all the volume nodes and it does not seem to have a Cd attrib by default. Cheers,
  15. Thanks, now I can access the attributes! Sweet, great link! Thanks guys. My primary 3d package is C4D and i usually do my rendering there. However lately i have had problems importing alembic files into c4d. I cant transfer over the attributes from houdini to c4d and I get frequent crashes. This might have shed some light over that issue as well. The 3 primitive attributes that I can see on the alembic before running it through unpack node is the same jibberish attributes i get from the alembic when imported in c4d. Guess there is an issue with the alembic importer in c4d where it does not unpack the alembic and therefore cant read the attributes. Just a thought. As this is not a c4d forum I certainly do not expect any solution to that. But feel free to comment on it if you have any information/thoughts. Cheers
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