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csmnt

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    Simon
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  1. In the Houdini Preferences, go to General User Interface and activate Keep Floating Windows on Top
  2. If I recall correctly there is an example for that node included in the Houdini example scenes over at openvdb.org: http://www.openvdb.org/download/houdini_examples.hip.zip
  3. So cool! Thank you!
  4. Thanks for the code snippet! Well the crash only seemed to occur when I tried to create the asset via the tab menu in shops. Adding the asset from the asset browser does work without a crash.
  5. Hey Dany, Thanks for offering to share some of the code. A free apprentice version sounds great! I was thinking of building my shader in vops (without the custom bsdf part for now ), as I never did much coding in vex other than what I use in point wrangle nodes. But I see your point - in a shader that feature rich, being easier to build and maintain in code. The main features I am interested in are automatic Mari UDIM support, being able to map every attribute and layering shaders. So more the usability than the math part. But also shading wise the custom more flexible bsdf seems really cool - have you thought about releasing it as a seperate HDA on orbolt - like an alternative to the Physically Based Specular and Diffuse nodes? I wanted to test your shader this weekend but it crashed my Apprentice Houdini on osx ...but I guess its some orbolt issue other than a problem with your shader -as it did work in the office on friday ..only that I didn't have the time to really take it for a spin then.
  6. Sounds really interesting! I was thinking of building something similar myself - so I will definitely check out the trail version! Some questions regarding the commercial version: Is it built in vops or written in vex? Also it being copy protected - does that mean that it's not possible to further extend or edit its functionality?
  7. csmnt

    BulletSOP 2.0.7

    Hey Milan! I have been using your tool a lot in the last days and it really proves to be very flexible! Great work and thanks again! One thing though, I couldn't get working correctly: I would like to apply some rotational force in addition to my directional blast. Turning point force on does apply torque and it already looks more realistic - but its too strong and it seems to be applied on top of the direction. -So how to apply a rotational force only? -I could just use btmodify and set an initial angular velocity - but using it as a force seems easier to control and a bit faster.
  8. csmnt

    BulletSOP 2.0.7

    great stuff! thanks for the release!!
  9. Yes this sounds like it solves the problem! Thanks a lot! ..so this fix will be in beta_v6? Do you already know when you plan to release it? btw, compounds in the latest video seem very usefull! great addition!
  10. Hi! I am testing the plugin right now. It's really super fast and has a cool workflowl! One thing though, I couldn't get to work: What I'd like to do is animate the rbds collision property. I am emiting rbds much like in the provided example, but I would like them to start inside an object and just start colliding with it when they are not inside of it anymore. I looked into the collision groups example but they also collide when intersecting on the first frame, it only works after they are initialised in a non intersection position. In my scene I have a prebaked ground explosion and would like to add some more rbd debris, but for this to look good they have to come from within the surface. So something simple like collision: if($F>4,1,0) would work, I just dont know where to put that expression. I tried setting margin to a negative value which deactivated the collision, but when animating it it didn't update.
  11. Hey Vladislav, Great tool! ..About the lost impulse on breaking glue objects in H12: Would you mind sharing your dop trick on how to make it work?
  12. Hi, I have a digital asset that defines my collision geometry, with different sdf settings for my objects (sop geo and a dopnet with only the static rbds inside it). Now I would like to reference those static RBDs in another dopnet because copying and replacing them whenever the asset gets updated doesn't seem very procedural. So is it possible to do something like an object merge in dops? - getting the static object out of another dopnet. Thanks!
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