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  1. Today
  2. The volume VOP has its own worley noise: https://www.sidefx.com/docs/houdini/nodes/vop/worleynoise.html
  3. Yesterday
  4. Hi guys, Is there a way to create 3D noise in Copernicus and apply it to a volume, as shown in the image below? Thanks for helping.
  5. 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
  6. Last week
  7. Advect by velocity and curl add pop fluid use attraction in vellum
  8. 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?
  9. 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
  10. 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
  11. @tious13 did some amazing foam here. It's worth checking out.
  12. Ah looks yummy would love to create something like this but with shells or elbows rather than spaghetti.
  13. 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
  14. 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
  15. 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
  16. 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
  17. Yeah, you could use the same attribute and apply an outward force for example.
  18. 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
  19. 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 -
  20. 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)
  21. i did indeed and you solved it with that active_age attribute - thankyou so much
  22. 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!
  23. did you have a look at this?
  24. 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
  25. 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
  26. its like its not picking up the age attribute or the pscale properly. Thanks for all your support on it anyway - shame you couldn't open my file - would have been better i think and be able to show me where i went wrong :/
  27. maybe watch some easier basic tuts then build up from that. it makes things lots of easier
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