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coclea

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    Claire
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    London

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  1. Hello I could be interested for remote work. I am located in London. http://www.coclea.eu Best regards Claire
  2. Hi Santos I would love to work on your project. Please contact me: coclea@hotmail.com my website : http://www.coclea.eu and https://www.linkedin.com/in/coclea/ Thanks Claire
  3. Hello I am keen in working on your project. I am located in London (UK), I have a huge experience in FX, and know Houdini very well: I would propose a mix of pyro, particles, grain solver. I have experience with snow storms and sand falls. Please visit my website where you should find my contact details: http://www.coclea.eu I rather not attached my resume to this message, but I would be happy to send it to you in a private email. Best regards. Claire
  4. I like doing pyro, I have good CPUs and lot of ram for it http://www.coclea.eu
  5. Hello How can I use the Cd parameter from a crowd packed geometry to override the basecolor parameter of a shader. I would like to use a attribute Binding override but accessing the Cd parameter with a script does not work neither. I just manage to access the id parameter. Thanks randomColorOnCrowd.hip
  6. Hi I found a strange behaviour while using rest field and changing the start frame on the dop network: - rest2 is empty if the start frame is not 1 - rest is empty if the start frame is not a multiple of "frames between Solve" from the pyro solver. Have I done anything wrong? Is it a bug? Thanks in advance for answering Claire bugInPyroRestField.hip
  7. Hi Mathieu I am a FX Technical Director specialised in particles, fluids, dynamic ..... wokin wih Houdini or Maya. My web site is : You can find my contact details there. my showreel is online: > I am french also and I am living in London. I am looking forward to hearing from you. Best regards Claire
  8. I thought I had attached it already
  9. I would like my rigid bodies to become active depending on their distance to the origin. I tried several things: a RBD Keyframe active with an expression in the active value like: dopoption($DOPNET, $OBJID, "Geometry", "P")< 0.1*$F I have tried packed geometry, a sop solver with a wrangler attribute like in "Houdini 13 Master Classes Bullet" but I don't get the expected result: the last pieces emitted are very slow. I would rather have it working with RBDFracturedObject rather than rbdPackedObjet for export reason. How shall I do?
  10. I just found my bug: I put a zero for the particleId that's why it was not working
  11. I want to export particles or points using the realflow format. My code is almost working, I am probably just missing a character that makes the file readable, as the realflow plug in reads the file but just display the last particle. I am using version 9 of the realflow bin format. Does anyone have an idea what could be missing? Please find the code below: version = 9 node = hou.pwd() geo = node.geometry() fileIn = open( fileName, 'wb') fileIn.write( struct.pack('H', 0xBADA)) fileIn.write( struct.pack('H', 0xFA)) name = "exportParticles" name = name.replace( "\n", "") print( len(name)) fileIn.write( struct.pack( '250s', name.ljust( 250 , '\0'))) fileIn.write( struct.pack('h', version)) fileIn.write( struct.pack('f', 1.0)) #scale scene fileIn.write( struct.pack('l', 5)) #fluid type fileIn.write( struct.pack('f', (frame*getFramesPerSecond()))) #ellapsed time fileIn.write( struct.pack('l', frame)) #frameNumber fileIn.write( struct.pack('l', getFramesPerSecond())) #frames per second) points = geo.points() fileIn.write( struct.pack( 'l', len(points))) fileIn.write( struct.pack( 'f', 1.0)) #radius fileIn.write( struct.pack( '3f', 1., 1., 1.)) #pressure fileIn.write( struct.pack( '3f', 1., 1., 1.)) #speed fileIn.write( struct.pack( '3f', 1., 1., 1.)) #temperature fileIn.write( struct.pack( '3f', 1., 1., 1.)) #emitter position fileIn.write( struct.pack( '3f', 1., 1., 1.)) #emitter rotation fileIn.write( struct.pack( '3f', 1., 1., 1.)) #emitter scale for p in points: fileIn.write( struct.pack('f', p.position()[2])) fileIn.write( struct.pack('f', p.position()[1])) fileIn.write( struct.pack('f', p.position()[0])) #velocity fileIn.write( struct.pack('3f', 0., 0., 0.)) #force fileIn.write( struct.pack('3f', 0., 0., 0.)) #vorticity fileIn.write( struct.pack('3f', 0., 0., 0.)) #normal fileIn.write( struct.pack('3f', 0., 0., 0.)) #neighbours fileIn.write( struct.pack('l', 0)) #uvs fileIn.write( struct.pack('3f', 0., 0., 0.)) #info fileIn.write( struct.pack('h', 0)) #age fileIn.write( struct.pack('f', 10.)) #isolated fileIn.write( struct.pack('f', 0.)) #viscosity fileIn.write( struct.pack('f', 0.)) #density fileIn.write( struct.pack('f', 0.)) #pres fileIn.write( struct.pack('f', 0.)) #mass fileIn.write( struct.pack('f', 1.)) #temperature fileIn.write( struct.pack('f', 1.)) #id fileIn.write( struct.pack('l', 0)) #additionnal datas fileIn.write( struct.pack('l', 0)) # additionnal datas RF4 fileIn.write( struct.pack('?', False)) fileIn.close()
  12. any FX work: splashes, fluids, pyro, destruction, rigid bodies, particles, cloth, hair, digi double, liquids any scripting work: c++, vex, python, mel, unity3D... http://www.coclea@hotmail.com Please write to coclea@hotmail.com Thanks
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