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Sommer joined the community
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I need to use Copernicus noise to apply to a volume
konstantin magnus replied to Masoud's topic in General Houdini Questions
The volume VOP has its own worley noise: https://www.sidefx.com/docs/houdini/nodes/vop/worleynoise.html -
AllanLooth started following Random link of interest
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Yors_Void started following I need to use Copernicus noise to apply to a volume
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Thanks I will take a look.
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Most likely fracturing setup structure is not correct, starts from polyextrude without volume. Check some more examples of this technique. See an example of a simple way to make a metal ship rbd. SPACESHIP_CRASH_020_v01.hiplc
- Last week
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darkmotion joined the community
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Advect by velocity and curl add pop fluid use attraction in vellum
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Yeah, the hip needs to be adjusted but it's a good starting point. Your test is also very very nice. What is the solution you ended up with?
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If you check the render over there you will see jittering/ also I checked scene there a lot of problems. Any way I found good solution it still need refining but works fast foam test
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RK3 started following vellum foam
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5DNick started following RBDConstraintsFromRules takes FOREVER to cook
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Dear OD FORCE CREW, Why is this happening? It goes to 45 mins then I give up and kill Houdini in task manager. Is it the same on your computer? I figured blasting most of the internal GEO would fix it but still no joy. Thanks 5D SPACESHIP_CRASH_020.hiplc
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@tious13 did some amazing foam here. It's worth checking out.
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Vignesh Srinivasan started following flcc
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Ah looks yummy would love to create something like this but with shells or elbows rather than spaghetti.
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Ok, it's done. Have fun with the hip! (made in 20.5.550) pasta_monster_with_cheese.hiplc NOTE: you'll need qLib and LABS, because the setup uses the Noise ql SOP in some places, and the Boolean Curve LABS SOP at one place. Worth to mention, the setup uses these techniques from Konstantin Magnus: https://procegen.konstantinmagnus.de/wires-connecting-objects https://procegen.konstantinmagnus.de/filling-a-mesh-with-curves Check out his works! Amazing! https://www.youtube.com/@KonstantinMagnus This pasta thing is gonna be a short film actually
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Marc started following Why has the number of active people here significantly decreased?!
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Why has the number of active people here significantly decreased?!
Marc replied to Masoud's topic in Lounge/General chat
This is pretty much the same as it always has been: Who's Online 10 Members, 0 Anonymous, 89 Guests However this is a good question, what can we do to generate more excitement on the forums? Is anyone interested in running challenges? Unfortunately I have a studio to run now, which is quite all encompassing, but we're happy to support any good ideas! M -
Particles Fall - Local space Falling
hannes603 replied to Ultraman's topic in General Houdini Questions
untitled.mp4 not really sure what you mean it should work pretty easy also with two anims please feel free to try and play arroundsimple.hip -
sipi started following Point on Polyline (hda)
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Here's a little hda for creating point(s) on polylines. It is designed to work only on polylines with 2 points! If your polyline has multiple segments, it can/will give you weird unexpected results. TIP: Type "popo" in the TAB menu to find it fast. sipi-point_on_polyline-0.0.3.hda
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quick flipbook gif of how the shot is looking. I'll re-animate Thanos soon enough. Also gonna be covered in lighting when Hulk hits the ground with his fist. would be nice to figure out how to get those pieces to 'splay' outwards a bit more as they fall so i dont end up with a cloud at the bottom of the shot - but i think i can figure that out using this active_age attribute now thanks for all your help on this
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Particles Fall - Local space Falling
Ultraman replied to Ultraman's topic in General Houdini Questions
Thank you is nice way - but the problem is both of my input have different animation - I can't switch my source animation to the Collision - -
I should note that you don't have to modify intrinsics anymore to adjust RBD sims, you can just set template attributes like `pscale` during the simulation and the packed transforms will update to match (relative to the rest transform that's generated on the first frame)
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i did indeed and you solved it with that active_age attribute - thankyou so much
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oh my life - you have batted this out of the park! This is exactly how i needed it to work flowers to @hannes603 - the attribute vop was the way to go but i just couldn't get it working for some reason - its that active_age parameter i needed to switch on thankyou seriously - this has made it so much less stressful! Entagma's video with the primintrinsics and a thousand variables was terrifying me lol!
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anthonymcgrath started following pop rbd scale over time
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hi i'm really wrestling with this process - i've followed the entagma tutorial that is quite complex. I have some falling pieces that i am trying to shrink down as they fall. I was told i can do this after the simulation process using a primitive node i dont need them to collide as they shrink... just simply shrink over time as they fall (or just after they fall for example) sorry to dredge up an old thread but hoping someone can help? thanks ant shot_MIND_0130_v006_ground.hip
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Multiple ways to do this. One simple way to do this post sim, is to get the @active_age attribute, which you need to enable in the solver, fit that and the just set it to the @pscale. Use the pts from the bullet solver, do it there and then use the transform pieces to get the original pieces. Quick example. I think this is what you want right? I did not read the whole thread btw shot_MIND_0130_v006_ground_fix.hip