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cowboy71

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  • Name
    David
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    Santa Monica

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  1. Hey guys, Pretty new to Houdini, and wondering about the popforce activation. I have a simple fractured wall and some animated group bounding boxes activating certain areas within a sop. I want the pieces to have an initial velocity force, but only trigger once when they get activated. I tried a few different expressions on the popforce activation, but just cannot get it to fire once.
  2. This is perfect. I know there are so many ways to achieve an end result in Houdini, but this is exactly what I was looking for, and I learned a bit more about the Sop solver. Thank you so much!
  3. Hey guys, Quick question about deleting scatter points. I have a character walking over a grid and transferring red to scatter points on the grid. So his foot steps are in red. His foot stays down on the grid for about 2 seconds before he continues his walk cycle. The red particles are piped into a popnet which is emitting particles. Problem is those red points keep emitting particles and not just a burst. I'm trying to either delete those red points almost instantly but long enough for the popnet to emit once, or emit only once from the red points. He does this throughout the animation, so I don't think I can use $FF. Kinda new to Houdini, so maybe I'm not thinking about it correctly. Thanks
  4. This is totally what I'm looking for. I grabbed this file earlier from this forum and can't remember where I got it, or else I would totally give props to the author! The sphere on the left is doing what I would think a large hull emerging from the ocean would look like, water wrapping a bit before it let go. FLIP_collision_stick_masking.hip
  5. Hey, thanks a bunch! My ship isn't coming up from underneath the surface is the only thing. When I submerge an object it looks pretty good, but if the ship is already out from the surface, the particles just don't stick to the bottom surface and curve towards the bottom like you would think they would. I'm gonna open this file and take a peek. Thank you again.
  6. Hey all, I'm trying to rise a ship out of the water (an ocean) and have the fluid curve around the hull before it drops off the boat. I know there is a sticky option in the solver which doesn't really do the trick when it comes to the flip tank. Is there a way around this someone could explain? I saw some other posts about this but it wasn't using the flip tanks. Thanks
  7. Hey all, So I'm trying to follow this tutorial on adding a custom velocity to a flip tank. But having trouble with my facing normals. I might not understand the point vop or if I should be using that at all. Wondering if someone can take a peak at my file and let me know what I'm doing wrong. Thank you Ship_engine.hip
  8. Hey guys, Just kinda started playing with crowd sims and was wondering if someone knew how to get an external pop network to act as a collsion for the crowd agents. Like if you had a hose spraying water knocking the agents down. Thanks
  9. Hey Netvudu, Thank you so much for the script, works great. After running it and pushing it through a sim, I used an unpack to bring the textures back in the viewport but having same issue when rendered the geo is white. edit ( just had to dump the textures in the correct directory with the FBX.) Thanks again, that script rocks!
  10. Ok, so just doing a test sim on this object merge, I noticed it doesn't affect the textured FBX which is what I wanted. I have used transform pieces before, but not in this kinda situation. Seems like it should be affecting the FBX individual pieces. I notice all the primitives are in the object merge.
  11. Oh nevermind, I think I figured it out. haha, I was just posting that. Thank you again.
  12. Man, sooo close. I noticed that inside the main FBX all the file nodes have a transform number so when I bring the objects into the object merge they are all in the center of the world. I feel like python would be a fix, but i know very little about it. Is there another way to tackle this? Thanks for your help
  13. That's the thing, I can't connect them all together. When I dive into the main FBX all the pieces are still on obj level, so I can't lay down a merge and null. Unless I'm not understanding you.
  14. Hello, I have a model of a house which is made of many pieces for destruction. I originally brought in an OBJ of the house just for testing and everything worked great. I'm now bringing in the FBX with textures into the simulation. Everthing imports correctly as expected. However, I have the FBX node now which inside has many parts as geo nodes. My question is how to make this file into one bgeo, that I can object merge into the simulation, or perhaps I'm going about it wrong, but I'm just trying to replace the obj with the fbx. Thanks
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