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  2. Hi George, It should be simple to play back any simulation , exporting bgeo or using Sim cacha from the Autodop network. I can not figure out what you are having Issues with by just your explanations. Her are some snap shots, Are your using the expresion $F with your bgeo sequence. It would be much easier if there where a scene like yours or a simple version to see exactly what you have. Cheers , but this should be a simple thing.
  3. Today
  4. Fuse SOP 2.0 No unique?

    I think the Facet SOP has an option to do this
  5. Houdini 18 Wishlist

    So much yes! I cant believe this is not possible, because you can even alt-click and drag to duplicate nodes in the network view. It is really annoying, Houdini already has more than enough features for modeling, but that such a shift-drag clone is missing in viewport is what slows things down and is what keeps it unattractive for any sort of modeling. Please submit an RFE if you havent yet, i have already done so while back.
  6. Spyrogif

  7. Yesterday
  8. Hi, In H17.5 the fuse sop has been replaced by a new one that doesn't have the unique tab any more. Any ideas on how to recreate the same feature using other SOPs? basically a way to split vertices that have common points and generate new points. Regards, IA
  9. Letter Rising from Sand/grains COLLISION issues

    So i just realizes that the artifacts are coming from the rising letter, reacting to the groundplane, stretching over it. It pishes the groundplane up, like its cloth. Is this correct? Do i need to figure out how to stop the letter from colliding with the plane, or is this correct, and i just have to hide the groundplane geo? I didnt even know that was possible!
  10. Hello! I have recently been offered my FIRST FX job! I am familiar with Maya, and some Max, but this job requires that i use Houdini, so now i am all in! VERY EXCITED!!! I have a scene where i have to make some letters rise from sand. The issue is that i cannot get things to collide correctly. Doing my research i have tried using it as a RBD object, and using a trail sop to computer its velocity, but i still dont see any collisions. I use static object, pointing to a VDB smooth as the proxy geo, and all of the collision detection/mode set to volume, but no collisions still. I set the sim up with an initial state file too. Could that be the issue? When i take away the VDB to polygons and VDB smooth, delete and just run the sim as a regular static object, everything works! But...i get some weird artifacts rendering. What is the best approach to this method in Houdini? Im sure the solution is just a setting away, but im lost here. Any suggestions? LetterSetup_001_collProbs.hip
  11. Thank you Tesan but I could not make it work... Here is a gif and my hiplc file... mixamo test 1.hiplc
  12. houdini dop inherit velocity

    Matt, you just saved my weekend! thank you!!!!
  13. play with this (maybe it's this that you want) Houdini 16 noise.hipnc
  14. post .hip file and someone gonna Play on Cd some noise. Just please post your file
  15. Nature fun

    Birdy DODO L-system
  16. Hi, I need to feed Cd with a noise that will stick to the surface of an imported animated character (fbx or alembic). Thanks for helping!
  17. Toms "Learning Houdini" Gallery

    @Thomas Helzle ok Thanx
  18. For the align topicsmay be you may check this video from entagma : TD Essentials: Parallel Transport. https://vimeo.com/251091418
  19. Toms "Learning Houdini" Gallery

    Hahahah - funny. Just checked your thread and it seems we indeed had some similar ideas. :-) I don't share files of released artwork, but if you need help implementing the audio import code I linked to in my post, I'm happy to help. Although be warned: as I wrote it was my first ever python code, only works for 24Bit/48KHz wave files and it turned out quite slow being singlethreaded. I never liked chops so thought I should at least give it a try - and at least it was simpler than the C++ API... ;-) Still looking for a good OpenCL FFT, all I found on the web was embedded in C++ and I'm not good enough a programmer to extract it... I'm travelling right now but I can get back to you next week if you want. Cheers, Tom
  20. Hey everybody, some weeks I made a simple cave builder and it worked great. But since I only used round circles, it was quite simple. Now I want to create something similar, but with a flat ground, I attached an image what I mean. Actually, I want to align the shape along the TangentU what works perfect, but at the same time on the Y-Axis so that the floor is correct. The other thing is, that it makes no sense when the tunnel has a very steep angel, that ther is a floor - so there I want it based on the angel to become from the floor shape to a round shape. Is it possible, to controll that somehow with a ramp? Thanks alot and happy easter, sant0s
  21. Nature fun

  22. Nature fun

    Homecoming
  23. Toms "Learning Houdini" Gallery

    ojjj i see someone (inspirationeee) niceeeeeeeeeee can you share some hip.. mmm i see that you got insp from my sharing ..can you share your on audio Wave please <3 or i asking for to much ...
  24. Houdini 18 Wishlist

    Improve hou.Handle class so it can be used to get\set handle orientation and position
  25. Toms "Learning Houdini" Gallery

    Organics: "Seed" Organics: "Bud" Organics: "Leaf" These were all rendered in Redshift at very high resolutions (10800 square/14400x9600) for printing: https://www.artstation.com/thomashelzle/prints Love it! :-) Cheers, Tom
  26. Zdepth - Extract

    Thank you for helping after 13 years
  27. VEX Function Source Code

    Thanks, that's good to know.
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