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Showing most liked content on 11/25/2017 in all areas

  1. 2 points
    Nice thread with interesting topic. My two cents to this topic: - solver which allows structure to separate grown parts from initial structure when some condition is met and continue to process those parts same way it processes starting structure. In attached example I tried to keep things as simple as possible. The whole magic is inside solver inside for each loop, where shape is tested against conditions if physical distance between two points is small enough and there is more than K points on the shape in between them, separation occurs. This example works in 2D but with this concept it can be extended to work in 3D space. Instead for searching if two points are close enough you search for 3 points which form triangle whose area is small enough but larger than zero. gs.mov gs2.mov Both examples are in the scene file DiffGrow_separation.hip cheers dgs.mp4
  2. 1 point
    Since they are already cut to pieces don't forget a spoon
  3. 1 point
    heh, starting to sketch it out... http://www.tokeru.com/cgwiki/index.php?title=ForLoops
  4. 1 point
  5. 1 point
    hey, this are some shots I did with houdini the past months. I know its short and still not the quality I want to achieve but yea... Some of the shots e.g. the leather inflate is a not just a hobby shot rather a production shot I did most recently. Switching from 3ds Max to Houdini was the best decision I made.... kind regards Jon
  6. 1 point
    I need to chk for scene because i don't have permission to share it, but let me try to explain. Mesh part I just split particles using speed and vorticity, and low speed/vort areas i used vdb from particle fluid with some smooth mask, same as default particle fluid mesh do and on high speed/vort values i add high res settings on vdb from particles fluid and then just combined 2 vdb volumes and convert to poly, thats all Rendering part - its just fluid mesh with displacment on top, using speed and vorticity to add bit of color, and there is simple bubbles and foam sim render as points under surface. - no this is not like whale sim, on whale i did convert surface filed to mesh and then add displacment, but because i wanted to get all details from sim, i did fluid mesh on this one.
  7. 1 point
    1. Choice nums relate to the buttons tuple: ('OK', 'Cancel'). 0 is 'OK' and 1 is 'Cancel' here. 2. You can accept cases where text not entered and omit name changing part if there is no text entered: if choice == 0: path = hou.hipFile.path() # Replace existing comment. if text: dir, name = op.split(path) name = op.splitext(name)[0] name = name.rsplit('.', 1)[0] name = '%s.%s.hip' % (name, text) path = op.join(dir, name) path = op.normpath(path) # hou.hipFile.save(path) print(path) Personally, I would just normally save with Ctrl+S. 3. By the way, if you use the code as a shelf tool, you have different ways of invoking it: click, Ctrl+click, etc. Try printing kwargs dict available inside shelf tool script and inspect contents. You can check if the shelf was clicked with modifier button to bypass dialog window.
  8. 1 point
    Hi, I have seen this lion fur in vimeo and would really like to know how to do something similar,how to achieve that level. There is a tutorial from cmiVFX with a lion as well but you will see the huge difference in result, I need something of this level: Thank you
  9. 1 point
    while you can perfectly use Sopsolver and do it on your own probably easier is to use POP Source, since it already has many options you may want just set Emission Type to All Geometry, then you can type creation rule (like $FF%3==0) directly in Inpulse Activation, use velocity/attribute inheritance, ids etc as well to avoid multisolver, use RigidBody Solver which uses it internally so you'll get nice pre and Post-solve inputs to plug POP Source to, simple and efficient ts_emitpacked_popsource.hip
  10. 1 point