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  3. and with gas curve force you can make endless Art-direct Motion ...
  4. Yesterday
  5. Use maybe this Ink and export in new COP for adjustment and art direction ... @paringo
  6. Last week
  7. I'm working on a personal project starring a pasta monster, I had to create a bolognese sauce for it. I tought it could be fun for others (at least to look around in COPs). Have fun with it! bolognese_cops.hiplc I followed this article and tried to replicate what he did in Substance Designer, but using COPs. Copernicus is indeed amazing!! https://80.lv/articles/making-fusilli-pasta-material-with-substance-3d-designer-houdini The ingredients:
  8. I found that the Bright COP has a tint parameter which seems to be perfect to colorize. (and the black outlines I mentioned above are probably just viewport thing, here they are not there)
  9. I think I have found the perfect solution. This seems 100% correct. Takes into account the camera motion as well. screen_space_velocity_2.hiplc
  10. collision_passes_100.mp4 collision_passes_10.mp4 col_passes_vellum.hip col passes 100 vs 10 jfyi
  11. I have a mono image in Copernicus. I want to give color to the white areas, and leave black the black areas. What's the easiest way to do that? And what if i want to give Alpha 1 to the white areas and 0 to the black areas? Mono to RGBA works but produces these black outlines:
  12. I wanted to avoid vel damping because it affects how fast the pasta is falling as well, but yeah it can help. I was trying the collision passes but in this particular case it didn't change much. Would be interesting to check out a case when it makes a significant difference.
  13. velocity damping in solver can also help. sometimes when too manny geo is falling ontop of each other, collision passes needs to be increased... i know now what i ll have for dinner
  14. Thanks everyone — this thread helped clarify a lot. Just to add for anyone else running into this: yes, even for static objects, if you’re using a VDB Proxy Volume, Houdini still seems to evaluate the proxy each frame unless you explicitly manage when and how it’s updated. Disabling the Collision Guide (as Ryan pointed out) makes a huge difference, especially in viewport playback — it's not just cosmetic, it actually controls whether Houdini recalculates that VDB every frame. Also, diving into the Static Object DOP and checking out the internals is super useful. You can often lock in your VDB or pre-cache it manually if you're hitting perf issues. Highly recommend enabling the Performance Monitor too — it really does help track where the time is going if you're not sure what’s dragging down the sim. TL;DR: It's not a bug, just a gotcha. VDB-based proxy collisions are powerful but require a little setup awareness, even for static colliders.
  15. Flipbook is not available, maybe share directly. slower and oily - try to find references, that always helps.
  16. I have been using this tutorial as a base to create this art directable oil drop. So far I have achieved the attached and this flipbook: VDB_Reveal_v3.mp4, however I am getting feedback that it needs to look and feel more "slower and oily" How would I intergrate an oily flip sim which moulds and reveals mesh as it reacts like oil? Thank you for your help. VDB_Reveal_v3.mp4
  17. I'm trying to nail the look of pasta (personal project). I believe this is a good reference. This is what I have so far: What do you think about it? Is it working? How to improve? I have limited experience with shading and rendering and lighting. Here i'm using displacement to get the variation in the reflection. Is it a good idea? Is it the way? Or are there smarter/faster solutions? Any kind of feedback is much appreciated. Feel free to play the supervisor here pasta_shader.hiplc
  18. Auto Sleep also helps: restless_noodles_v002.hiplc
  19. Ha! Found it. Bend Stiffness and Damping Ratio is the key, and I also used 5 substep.
  20. I thought this would be easy, but no. Do you have any idea how to calm down this vellum hair sim? I tried constraint iterations, smoothing iterations, friction, substep, but can't relax them. (i would like to create a bowl of spaghetti, not worms ) restless_noodles.hiplc
  21. This could be due to the internal order of the point group. try shuffling starting points by randomly picking a point number out of the array: int seed = chi('seed'); int pts[] = expandpointgroup(0, 'start'); int iter = detail(1, 'iteration', 0); int pick = pts[int(rand(iter, seed) * len(pts))]; i@group_boundary = i@ptnum == pick; infection_multiple_01.hip
  22. @konstantin magnus one more question though. some of the points get more infected than others. is there a way to make this more uniform? cheers!
  23. thanks @konstantin magnus, really appreciate it! also thanks @Librarianfor looking into it as well-
  24. Put the relevant parts of the code inside a loop to offset the time and increment the mask number with each iteration. float speed = chf('speed'); int num = chi('infections'); float t = @Time * speed; int n = npointsgroup(0, 'start'); float mask_collect = 0.0; for(int k = 0; k < num; k++){ t += 1.0 / float(num); int i = floor(t); float u = frac(t); string att = 'dist_' + itoa(i+k%n); float dist = point(0, att, i@ptnum); float mask = chramp('shape', dist - u + 1.0); float fade = 1.0 - smooth(0.5, 1.0, u); mask_collect = max(mask_collect, mask * fade); } f@mask = mask_collect; infection_multiple.hip
  25. combine in Solver that setup and this setup. float max_age = chf("infect_lifetime"); float fade_duration = chf("fade_duration"); if (@infect < 1) { string hdapath = "../../../.."; float radius; if ((chi(hdapath + "/useradiusattrib") == 1) && haspointattrib(0, chs(hdapath + "/radiusattrib"))) { radius = point(0, chs(hdapath + "/radiusattrib"), @ptnum); } else { radius = chf(hdapath + "/radius"); } float resist; if ((chi(hdapath + "/useresistattrib") == 1) && haspointattrib(0, chs(hdapath + "/resistattrib"))) { resist = point(0, chs(hdapath + "/resistattrib"), @ptnum); } else { resist = 0; } float strength = chf(hdapath + "/strength"); int npts[] = nearpoints(0, @P, radius); float accum = 0; int cnt = 0; foreach (int npt; npts){ float infection = point(0, "infect", npt); accum += infection * strength; cnt++; } float avginfect = accum / max(cnt, 1); @infect = clamp(@infect + avginfect * (1 - resist), 0, 1); } if (@infect > 0.01) { @infect_age += 1; } else { @infect_age = 0; } if (@infect_age > max_age) { float t = fit(@infect_age, max_age, max_age + fade_duration, 1, 0); @infect = clamp(t, 0, 1); } if (@infect <= 0.01 && @infect_age > max_age + fade_duration) { @infect = 0; @infect_age = 0; if (rand(@ptnum + @Frame) < 0.91) { @infect = 0.1; } }
  26. yo @konstantin magnus first of all thanks again for sharing this setup. how would i go about changing it towards the mask not appearing after another but rather staying around for some time while the next appears. so there are multiple spots bulding up / fading at at the same time?
  27. Hi All Is anyone out there able to tell me how to place the "that which is selected" icon (as in the operation control toolbar ) on to the top left hand corner of the 3D scene view, (see image). I've seen its use in some tutorials, but have not found a tutorial that mentions how to get it/activate it. (or found it in preferences) thanks in advance. r.
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