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dennisvolkerts

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dennisvolkerts last won the day on October 23 2020

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    dennis
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  1. Hi Guys, Im struggeling alot with getting some simple vector displacement to work. for testing purpose I created a simple grid with UVs and displaced a inner part upwards (1 unit) and some twist. Now when I reimport this and try to re-visualize it after baking its not getting the same result. Also tried in other application but something isn't just right. I know there are two ways off displacing objects (object/tangent) but both dont seems to get good results I guess VectorDisplacement which Im almost sure off is in object space. and is (vector displaced = P + Cd) where Cd is the vector baked output color no tangent. can someone help me? trying to get this to work for hours now...
  2. hey... I had an idea of directly fitting in the whitewater source via a sop solver in dops as a post solve, is this possible? I have tried it. but with no luck, also by applying a compress fluid. before Im gonna send scenes Im just wondering. And about the experience. was trying to get some more fluids overtime to fill gaps like you would do in a sopsolver in dops thnx
  3. Hi, I try to use a point deform on a emitter but cant get my head arround it. It get weird spiked geometry or all points go to the center saw some example files but thats all with a single mesh or a single object per frame Im trying to emit 10 variants. Does anyone have some example file? THANK YOU
  4. Hi, Is there a quick way to group similar objects? Lets say I have a scene where I want to group all the screws on a object but the object was from a client where everything is combined as one mesh. Thnx in advance!
  5. Hi does anyone know how to display DOF in the viewport? I know there is some option in flipbook that does this. but how to enable it without flipbooking it? H16.5
  6. Hi, Im new to Arnold for Houdini and was wondering why Heightfields do not render inside Arnold. Do I realy need to convert them? Also packet primitives doesnt seems to work. Are there any work arounds if you need to scatter alot of vegetation? Thnx
  7. I have been searching half a day. But I found it. But Since when I can not render geometry if the render flag was somewhere else? Is it the foreach? Is it a hda I allowed to edit?
  8. Hi, I got alot of crashes with my FlipFluid sim at a cetrain time because Im out of RAM. Is there a way to pick up your lost frame and use that as a initial state to resim from there? Whats the best workflow? There's also one thing i dont realy understand exactly.. Why is the data getting bigger and bigger? It just save's point position and v data right? particle count stays the same, no reseeding also.. so whats makes the files go bigger then? Help would realy be appriciated! thnx alot!
  9. Thnx!!! that did the trick!!! does anyone also know a way to keep every fracture hold like a glue before a hit? The cone tiwst constraint seems to hold it but doesnt keep its shape But if i use a glue (even at a strength of 0.001) in conjunction with a cone it losses its bend factor (is over ruled by the glue On or Off) and my ball with a very high density doesnt even go through my object but bounces back
  10. sure! Here you go woodSplintering_005-ForUpload.hip
  11. Hi, I just was testing some wood splintering and clustering. Can anyone tell me why im getting this little slomo effect like the movie "Immortals"? Looks cool but not what i want fps is 25, standard gravity 9.81 seems to be fine. dopnet subframe standard: 1. bullet subframes standard: 10 / 10 interations All i did was some -fracturing based on clusters and -added some cone constraint between the clusters. thnx
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