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Showing most liked content on 04/03/2018 in all areas

  1. 3 points
    Hi guys, i would like share with all of you my latest personal project i did on my spare time. Hope you like it.
  2. 1 point
    Hi I'm still a beginner in Houdini and i decided to create a mini project to learn it and stay motivated. I want create a procedural train tracks. I would like to have the tracks follow a spline and depending on the angle and the lenght of the spline the system will place the correct blocks. I will build each blocks straight and curve separately. Here is the schematic of each blocks and a quick render i did in Houdini http://www.woodenrailway.info/track/trackmath.html# Any idea where to start ? Thank you for your help. Thomas
  3. 1 point
    It does look like the UVs are included inside the FBX. But the UVs you want to use are named uv3. In this screen shot I renamed the original uv to uv_org then I renamed uv3 to uv. After that, the correct UVs are displayed in the viewport. Maybe you could throw away or re-order the UV layers in Maya before you export?
  4. 1 point
    I had the same problem and found this via Google. This is also just a reply for completeness to make the solution by Carlo above more explicit. Fontconfig had been updated like this according to /var/log/pacman.log: 2.12.6+5+g665584a-1 -> 2.13.0+10+g58f5285-1.1 So I did sudo pacman -U /var/cache/pacman/pkg/fontconfig-2.12.6+5+g665584a-1-x86_64.pkg.tar.xz Then sudo cp /usr/lib/libfontconfig.so.1.10.1 /usr/lib/libfontconfig.so.1.10.1.backup4houdini followed by sudo pacman -S fontconfig This last part is necessary because otherwise you'd need to downgrade all other packages depending on the newer fontconfig as well. Finally, to start Houdini cd /opt/hfs16.5.405 source houdini_setup LD_PRELOAD=/usr/lib/libfontconfig.so.1.10.1.backup4houdini hindie # or houdinifx, depending on which Houdini you have
  5. 1 point
    Basic Brick Tunnel HDA. vu_brick_tunnel.hdanc
  6. 1 point
    hey, I played with this little bit more today. It's actually quite useful This is cleaner solution and gives nicer result. Still I believe it could be implemented much better though file attached. torn_edges_better.hiplc
  7. 1 point
    Hi, I modified my setup a bit to support Wolverine's tearing. Important attribute on constraint network is f@treshold. With this you can control how strongly pieces are attached to "world space". You can set this procedurally through noise or paint it. In previous setup treshold value was small and that's why it collapsed after some time. Assigning colors and materials is same as with ordinary geometry. You just need to unpack geometry. Assemple SOP is convenient way of packing geometry. It's basically mix of partition and pack sops. Juraj fracture_by_impacts.hipnc
  8. 1 point
    Thanks Skybar. I realise now I was going wrong in calling the gradient volume 'N'. That seems to not work for whatever reason. Also later realised that I needed to transform the gradient into the correct space. Here's the hipnc for anyone else's future reference. reflective volume_v02.hipnc
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