Jump to content

All Activity

This stream auto-updates     

  1. Today
  2. flip ignore collision

    Hi,I have two groups of particles in flip sim, I don't want them to collide with each other, can someone help me?Thanks
  3. Yesterday
  4. Anyone know how to add a joint selection action to a custom interface? I'd like to add something to an HDA I'm working on like what you see on the parent joints SOP for instance. You can click the selection arrow and fire the viewer state and select the joint(s) in the viewport and the string field will populate with the name attribute. I see that there's a script_action attached to the string field. When I copy it, I get: from kinefx.ui import rigtreeutils rigtreeutils.selectPointGroupParm(kwargs) But when I go to use it, I get a syntax error.
  5. Random Polygons Bending

    Thank you! I will try.
  6. Random Polygons Bending

    "Pokushaj Drug Moi" ..Try! Don't see reason why not .
  7. Random Polygons Bending

    Oh thanks!!! What if grids scattered on a grid?
  8. Random Polygons Bending

    One way.. onway.hiplc
  9. Hi! How to bend, for example cloned planes, differently?
  10. pyro and volume rasterize attribute

    that's not really work, I can't grad the file, it is on an distant computer. Do you know if they are something to connect between all that parameters?
  11. amp *= fit(length(@v),.5,2,3,1);
  12. if(length(@v)<ch(“threshold”)) amp *= ch(“scale”);
  13. The following expression on a popwind dop node will make the faster moving particles have more amplitude according to the noise settings: amp = length(v@v); But how can I go about making only the slower moving particles be more affected by the pop noise? Instead of just using a general if statement to say if particle speed is less than a certain amount, then have noise applied.. I'd rather the amplification of noise be more apparent as the particle speed gets lower. Thinking back on this, maybe it does not make sense at all.. If a slow moving particle is then pushed around faster by the noise, is it then considered as moving too fast and therefore the noise should not be applied? Have I thought up an impossible noise equation here?
  14. Helicopter dust force?

    Hey guys, I'm trying to create some interesting water patterns, found an thread here on odforce: I was able to generate the curve forces, but I'm failing on getting it work, here are some pics / videos: Tried using the top as emiter: As well as a base volume with the curves as velocity: What I'm specifically trying to achieve is this: https://www.instagram.com/p/CYhbUD4vQ6F/ I think this helicopter field is a good starting point to then advect either flip or particles Thanks! 2jjMavtRwT.mp4 oZHHP24oEc.mp4
  15. Last week
  16. Combination MidJourney with Houdini

    @Librarian Thank for the invite but I have already get mine. Can be usefull for someone else And by the way yes it's totally addidictive, And effectively can be very cool for some inspirations And a mix of two "render"
  17. Hi guys, So I have made a an overall form with sharp edges created in and around to what will be a spaceship/ procedural model. However, I can't seem to separate the group clusters separately to Poly extrude in their specific normals. Thanks! First time posting here! Space cruiser.hip
  18. I think I loaded someone else's file a while ago, and I've been having problems since - maybe it's something else, I really don't know. Basically I used to just type W in the viewport window, and it would toggle between a wired shading model and a smooth wired shading model. That's the only two modes I use on a regular basis. Now randomly I seem to be stuck in some mode, and typing W doesn't do anything. I'm sure it's following some logic, but I don't get it. Obviously I don't know how to change it back.
  19. Deadline ROP inherit Env Variables

    can someone simplify how to use the $OCIO variable on all Deadline slaves without installing $OCIO? its on a centralized server location.
  20. Procedural Modeling in Houdini

    procedural modeling.mp4 In this tutorial you will learn the procedural modeling from fundamentals to advanced level. Houdini Tutorial Procedural Modeling [escalator] Gumroad: https://gumroad.com/l/ProceduralModeling Artstation: https://www.artstation.com/a/10610308 In the first part we will start to create the escalator elements and gradually we will move to more advanced procedural modeling techniques. In this part you will also study: How to create vertex mask in Houdini for UE4 materials. How to add rig and export animated steps. How to add collision, and assign UE4 materials. In the second part you will study more advanced techniques of procedural modeling, tools development (1_Group Select, 2_ProceduralBox With Cables) and procedural uv creation. We will also create procedural uv for trim textures. Houdini Tutorial Procedural Modeling [escalator] Gumroad: https://gumroad.com/l/ProceduralModeling Artstation: https://www.artstation.com/a/10610308
  21. hey, we're working on a project where I cache a proxy of geo, do my pops sims, and call the proxy from disk at rendering time using the "instance file" attribute per point. works great. However, the whole scene needs to be Archived to a redshift "Scene Proxy" and sent over to another artist who has different named drives. it works great when rendering from my end, but when the other artist using Maya imports the "Scene proxy" which calls the "Geo proxy" from Drive and it fails to load because it isn't the same path. in the Docs, it mentions using the REDSHIFT_PATHOVERRIDE_FILE can be used. I was hoping it would be like in obj level the override user data tick box to override that proxy path, like the "Material Override list". But it isn't the case. the Doc states So, for example, if the environment variable is set to REDSHIFT_PATHOVERRIDE_FILE = C:\mypathoverrides.txt ... the file mypathoverrides.txt could contain the following, which helps to map from a local folder to some shared network location "C:\MyTextures" "\MYSERVER01\Textures" "C:\MyVDBs" "\MYSERVER01\VDBs" How do I Implement it in Houdini and in Maya? thanks
  22. hey, we're working on a project where I cache a proxy of geo, do my pops sims, and call the proxy from disk at rendering time using the "instance file" attribute per point. works great. However, the whole scene needs to be Archived to a redshift "Scene Proxy" and sent over to another artist who has different named drives. it works great when rendering from my end, but when the other artist using Maya imports the "Scene proxy" which calls the "Geo proxy" from Drive and it fails to load because it isn't the same path. in the Docs, it mentions using the REDSHIFT_PATHOVERRIDE_FILE can be used. I was hoping it would be like in obj level the override user data tick box to override that proxy path, like the "Material Override list". But it isn't the case. the Doc states So, for example, if the environment variable is set to REDSHIFT_PATHOVERRIDE_FILE = C:\mypathoverrides.txt ... the file mypathoverrides.txt could contain the following, which helps to map from a local folder to some shared network location "C:\MyTextures" "\MYSERVER01\Textures" "C:\MyVDBs" "\MYSERVER01\VDBs" How do I Implement it in Houdini and in Maya? thanks
  23. Let me asked differently as well: one geo node for all grids and materials or one geo node for each material? What is best practice / what would you do? Plenty of surfaces (some grids and boxes) each has a material (Megascans surface). Not all surfaces have the same displacement scale, so the displacement scale I need for each megascans surface will be different, because the surfaces are different. Fair enough, I can change the value for each in the material displacement scale. But there is under obj node a displacement scale as well. Would you: (1) have all walls and floors and ceilings inside one obj node (e.g. geo1) and tweak the displcement scale in the material node for each material or (2) have an obj node for each material e.g. floor and ceiling share the same material, so floor and ceiling will be both inside a geo node, and other geo nodes are driven by materials, 1 geo node <-> 1 material.
  24. help for bubble split effect

    how to sim this effect, someone who have any ideas? many thanks! 1f05dd2ba2fe79a9e7d4cbe3d93039e1.mp4
  25. Combination MidJourney with Houdini

    crazy powerful tool I'm Addicted..
  26. Combination MidJourney with Houdini

    I also did some experiments with MJ, it's a crazy powerful tool:
  27. Combination MidJourney with Houdini

    More Invites 24 Hours /exp https://discord.gg/C6AWXQwQ
  1. Load more activity
×