Nando
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yea rafaels, that does the job, but just out of curiosity! cant this be done inside the solver itself ?? is it advisable ??
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eetu, one more doubt, if u don't mind, i was going through the hip tricks volume 4, where there is a effect like termites eating the car. if i want to achieve the same kinda a effect, but for a deforming geometry ?? is where my doubt arised. he grabs some point and groups it, then inside the solver, he opens a point cloud and interates it and adds the searched point inside the same group, this repeats every frame! all i want is the same effect but for the moving geo, if u can pin point any solutions it would be great! just in case a scene file is attached sopsolver2_odforce.hip
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tottaly forgot that! my bad! thanks alot eetu
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Hello everyone, i am trying to transfer an attribute say color(for now) to a deforming Geo, and i am using the sop solver for that, it completely works fine for a static geo, but if i say use object transformation , this doesnt work ?? so is that the solver cant work with the deforming geo, ??? any help would be great! thanks a sample scene file is attached sopsolver_odforce.hip
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honesty it works like a piece of cake for me, and i see u have increaded a lot of substeps to get things right .. all i did was just put it back all to defaults and i recomputed the vdb again, and nothing much chk the file vdb_leak fixed.hipnc
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yup, that did chage alot, in speed and Behaviour, i have a couple of results and working more better with them. here are some, i owe u all a big thanks 01.mov 02.mov 03.mov
- 15 replies
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- dops.rbd sim
- dops
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Thank alot Netvudu and rhussain for the help Files ! defnetley did learn alot.. to netvudu those attribute creates in the pillar as active and passive is it similar to active value inside dop ?? and i still dont get enough velocity transferig from the character to the pillar! so i did compute velocity with the trial sop but still no luck any other suggestions for that Just out of my curiosity, is it possible to break the constrain network, with a wrangle sop. say, if the force is > than certain value it breaks ?? can this be done ?? i ll post an update soon
- 15 replies
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- dops.rbd sim
- dops
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HI Rhussain first a big thanks for u share, and the amount of information u put inside the File .. couple of doubts as i have undergone, in the File.. ch(opcreator(".")+"/startframe") u added this in the creation frame of rbd fractured object inside dop..?? why ?? wat does it do actually ?? in the active value dop, i see u bring in the attribute u created its totally cool, one doubt is , this does not work for packed primitives, because there is no "objid" in packed geo ?? any solution on that! Thanks
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- dops.rbd sim
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it just works for me, i am not sure wats the mistake... my apologies.. anyways i am adding in the alembic file in here thanks alot now i get wat u told me, i loaded the alembic as houdini geo and i get all the points now! alembic.zip
- 15 replies
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- dops.rbd sim
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hi all ! I am sparring my time in learning alot with Collisions and RBD sim, with the new h13. Now wat i am trying to achieve is , i have an animated character which eventually ramms into a pillar, and the pillar cracks , falls down, i have animated it, cached it, brought into Houdini as alembic file and ropd it again.. all good. but when i add that as an deforming rbd object and let it collide with the pillar i m loosing my brain there.. the problems are, its a fractured pillar and brought in as packed geo, if the gravity is on, the pillar just crumbles all the way down ... and another one is, its a huge character with lots of force in action. i cant get that as it hits, the pillar, i have attached a file and a screenshots of wat i am trying to say! take a look at it and shed some light on wat mistake i am committing in here the roped animation is also attached as a cheap way,i am just turning on gravity on a certain frame , where the character comes closer to the pillar, u can see that in the play blast.. i know i am wrong but i m still learning cheers test_1.hip untitled.mov cache_anim.zip
- 15 replies
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Thank you so much Tomas! Yea I was looking after the Particles masterclass yersterday, and tried the same with instancing, i was close to wat i want, but i again, i was not able to control the wings.. I see you have used a vop, which compares its length(distance) over time.. . I ll work on the file and post it again as a final one Thank's again tamte.. you saved my day
- 6 replies
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- procedural
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I am so sorry about that mate! I have attached it in here hip.zip
- 6 replies
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Hi everyone I am experimenting on a butterfly flocking system, where i was inspired from , OZ the great and powerful where Franco falls from the sky and wonders the Beautiful nature among him and sees a bunch of butterfly(which actually looks like a tree) and flies away. I am almost there and I need some help no to get this up and running I created and simple model and animated it using chops and cycled it all the way, and scatterd some points in a surface and copied it over and i have used a stamp function on a time shift to randomly make the Wings flap over time, so that all the butterfly looks different (has a different look), and gave the points some force and it moves fine.. now i am stuck with the wings animation, basically i want to take control over the wings flapping, i.e I want the wings to get flapped when the butterfly is flying and not while resting . This s where i need your help, i tried and i am still trying, and learning to get this done. any help would be much appreciated. I have also attached a file, so far what i have and also for people who doesn't understand my broken English thanks in advance fly_flock_odforce.hip hip.zip
- 6 replies
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- procedural
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Hi everyone I am experimenting on a butterfly flocking system, where i was inspired from , OZ the great and powerful where Franco falls from the sky and wonders the Beautiful nature among him and sees a bunch of butterfly(which actually looks like a tree) and flies away. I am almost there and I need some help no to get this up and running I created and simple model and animated it using chops and cycled it all the way, and scatterd some points in a surface and copied it over and i have used a stamp function on a time shift to randomly make the Wings flap over time, so that all the butterfly looks different (has a different look), and gave the points some force and it moves fine.. now i am stuck with the wings animation, basically i want to take control over the wings flapping, i.e I want the wings to get flapped when the butterfly is flying and not while resting . This s where i need your help, i tried and i am still trying, and learning to get this done. any help would be much appreciated. I have also attached a file, so far what i have and also for people who doesn't understand my broken English thanks in advance fly_flock_odforce.hip
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if i understand correctly, What You are asking is how to reduce the emission of the Fluids from the object, if its that, dive into your autodopnetwork , look for the and on the flip fluid object , under the properties tab increase the particle separation, that should reduce your flip emission. chi the help file on that, to exactly understand what its doing. Hope it Helps