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Showing most liked content on 08/31/2018 in all areas

  1. 2 points
    I have had this issue before when working with flip and collisions. I find this often happens when your collision is animated. So a potential work around that has worked for me before, would be to freeze your collision geometry, and bring it in as a static object in your sim, and then add the transform data back onto the static collider with a motion node in your sim referencing the translate and rotation data from your animated geo in sops. This way you should be able to avoid substeps.
  2. 1 point
    Hi my name is abhigyan and i just joined this forum. I am new to houdini for almost 3-4 months at max. I was learning c4d and after effects before that. I love programming as well(python, javascript). The thing is as much as I love houdini I get confused as to how I go about learning it. It feels so overwhelming. No matter how many tutorials I watch I am just not able to grasp some concepts. How do I go about it? I am sorry if I didnt follow some rules here since I am new.
  3. 1 point
    There is a lot of material for learning Houdini now days, here is a few links Matt has a great site with a bunch of snippets and great examples as well on how to get started http://www.tokeru.com/cgwiki/index.php?title=Main_Page Side FX has a foundations book as well, Pretty well done. https://www.sidefx.com/tutorials/houdini-foundations-book/ Henry also has some great thing on his blog. Also he and Moritz are the creators of MOPs https://www.motionoperators.com/ http://www.toadstorm.com/blog/ Rohan has a series of introduction to Houdini. Which are pretty easy to understand. Cg Circuit just release a series as well https://www.cgcircuit.com/course/houdini-for-the-new-artist
  4. 1 point
    Go to the source... https://www.sidefx.com/tutorials/
  5. 1 point
    It would be great if I could select nodes with lasso selection
  6. 1 point
    Hi Folks ! For Houdini optimization nerds I'd like to share "Houdini easy compile blocks". It's a simple script which creates for you the compile blocks + update the expressions to use spare inputs ( if needed ) around a for loop or a selection of nodes. Compiling a for-loop is now one click away Available for free here: http://cgtoolbox.com/houdini-easy-compile-block/. If you have issues with a loop compilation, feel free to send a small hip file if possible, to support@cgtoolbox.com, with the nodes you're trying to compile and I'll have a look ! https://vimeo.com/287152763
  7. 1 point
    I have no idea if this is any use to you but here's a scene that shows condir in action (with condof set to 2). The first .gif (condir.gif) has both position and rotation constrained whilst the second has just rotation. The constraint axis is Y. In the first gif you can see how movement is only allowed along Y and rotation is only allowed around Y. If you go into the pointwrangle and change the constraint to rotation only you get the second .gif where movement is allowed anywhere but rotation is still only allowed around Y. This scene does not work properly prior to version 16.0.642 as a bug with condir was fixed from that point onwards (i.e rotation about x was the same as rotation about z). hard_hinge_daryl.hip
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