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Showing most liked content on 04/25/2019 in all areas

  1. 1 point
    Hi, I am working on an airplane destruction with a skeleton underneath the fuselage. At first this worked quite well. ( SimV15_V5_goodImpact ) But after importing a newer version of the model with wings it completely ruins the simulation. ( SimV15_V7_Glitch ). Once I removed the breaks in the fuselage and skeleton mesh it works as it should again but the skeleton glitches through the fuselage. ( SimV15_V7_WingFixSkeletonBug2 ). So I know why this happens but I don't know how to fix it. I also don't really understand why the skeleton glitches through the fuselage mesh all of a sudden. Can two deformable surfaces work together properly? In attachments, you can find the file ( Simtest_15_V10WingFix_SkeletonIssue ) and the ABC ( B25_V30_Turbo_AllWingsV2 ) Btw I used steven knippings rigids 3 tutorial to get the metal deformation. Thanks in advance SimV15_V5_goodImpact.mp4 SimV15_V7_Glitch.mp4 SimV15_V7_WingFixSkeletonBug2.mp4 Simtest_15_V10WingFix_SkeletonIssue.hipnc B25_V30_Turbo_AllWingsV2.ABC
  2. 1 point
    Thank you very much for the explanation.
  3. 1 point
    Hi, the foreach loops over all values in the i[]@pts array. Your attributes i@i and i@pt are integer attributes (not arrays), so each attribute value gets overwritten for each turn in the loop. At the end these attributes will have the value of the last run of the loop. If you use arrays for example, you will get all values from the loop. for_each_pts.hipnc
  4. 1 point
    i using classic Julia Fractal to drive my spline : cool spline (Mantra) and black-and-white
  5. 1 point
    Because the three values defines an imaginary line going from 0,0,0 to the position in space described by the 3 values. That point can be far away or i can be close to 0,0,0. This way the 3 values are able to define both a direction and a length. -b
  6. 1 point
    1. +1 for hiring Alex Wanzhula 2. +1 for some kind of Mantra GPU
  7. 1 point
    what MAX seems to be doing (along with others, Maya, Marvelous) is simple old school force along N you can easily implement it in Houdini, and while it's not a true pressure it creates an impression of inflating and even air leaking not specific to Vellum, you can use this with FEM too and while a tiny wrangle is needed I wouldn't call it jumping through hoops here is an example similar to boxes above ts_N_pressure_force.hip
  8. 1 point
    A consistent and user friendly way of doing it would be to add something to the $HSITE launch scripts (123.py, 456.py) where it takes the scene file name and creates a new variable like $HIPBASE that excludes the version number. Then use that variable in the file name rather than screwing around with expressions on the parameter.
  9. 1 point
    add a reverse Sop and your primitive 0. procedural_tube_uv.hip
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