Jump to content

Leaderboard


Popular Content

Showing most liked content on 02/07/2020 in all areas

  1. 1 point
    You can use Bullet's constraint networks to create constraints between agents and regular rbd objects - the PinnedRagdolls example in the docs shows a sample of this. There are some extra attributes you can use to attach the constraint anchor to an agent's joint with an offset (https://www.sidefx.com/docs/houdini18.0/nodes/dop/constraintnetwork#anchortypes)
  2. 1 point
    You could have a script that launches RPC and then do whatever via RPC. Depending on what you're trying to do this might be overkill/cumbersome. https://www.sidefx.com/docs/houdini/hom/rpc.html
  3. 1 point
    'uv' vector attribute vertex or point is commonly used as texture lookup coordinates in many dccs it's vector2 in houdini usually vector3, but ultimately it's just a vector attribute called 'uv', you can have vector attribute of any name and still bind it in material and use it to look up textures (images, volumes, procedural patterns) so that means that vector attribute 'materialuv' would work the same way, so does commonly used 'rest', etc. 'materialuv' vector attribute however is a point vector attribute that vellum recognizes by default for computing anisotropy for stretch constraints used by Warp/Weft parameters for cloth similarly 'materialuv' vector point/vertex attrib is also recognised by FEM solver for anisotropy for polys or 'materialuvw' for tets in other words it's meant for physical material properties not shading material as 'uv' even though you technically can use either of them for both
  4. 1 point
    DL link: http://www.vusta.com.au/Houdini.htm works best on actual curves, tho you can get interesting effects on a grid say....try it.
  5. 1 point
    Magnus thanks to your file I discovered the node : CircleFromEdge it proved to be really usefull. I could not understand all the vex so I decided to do it manually. I'm pretty happy with the result. I will have to do more vases and cups so i will go the procedural way next time, i have to improv e in vex . Thanks for your help guys ! Feel free to add anything if you want. vase.hipnc vase.hipnc
  6. 1 point
    Hey folks - long time lurker joining the party with a tutorial showing a workflow for integrating the FLIP and pyro solvers, allowing for bidirectional interactions. I cover a few other tips and tricks along the way, so I hope you find it useful! Hip file attached (and linked through from the video). flippyro_diffusefx.hiplc
  7. 1 point
    Now I get it , just to fine adjust and I'm goona posted hipnc .
  8. 1 point
    I know that I posted this video in another post as an mp4. So here is a vimeo video that shows all the stages for this simulation result! I hope you like it! Thank you! Alejandro
  9. 1 point
    here. your scene rendered in 6 minutes on my laptop, with close to zero startup time, and consumed 700 mb of ram. what I did - first of all, the reason for your high startup times and crazy memory demands were actually nested packed primitives. nesting itself would't be an issue if you weren't nested thousands of packed prims... that actually makes packed geometry more expensive than rendering just plain meshes. just have one packed prim per tree - or maybe two if you want to separate leaves and wood. so if you unpack completely your tree and pack it again as one primitive, you should see much better performance. another thing is your render settings were completely overkill in some points - like ray limits. with trees or very detailed geometry i find having pixel samples quite high as needed so 8x8 is fine, but setting ray limits to zero made almost no visual difference (in this particular render) and renders faster. you don't necessarily want to have zeroes in ray limits at the end of the day, but point is to cut it as low as you can (and what you've had set there was definitely overkill for this king of rendering). also, rendering a depth of field is something I have never seen done on any project in any vfx house. very expensive to render, and if you don't get it right you have to render the whole thing again. maybe in some very special case renders it makes sense, but generally you do that in comp. regarding instancing in general, i don't think instance object is any faster than copy SOP in it's essence, as a few people mentioned here. it's just that copy SOP gives you more freedom to do stuff and that naturally leads to longer cook times. instance object simply forces you to obey the most efficient workflow. copy SOP in loop is actually the most efficient workflow if you need more than just a bunch of static objects distributed over the points. but if you do a very simple instancing like you do in your scene it actually doesn't make sense to use loops as you're not using any of it's benefits. (but still I haven't found it slow to cook, it was like maybe a half of a second??)
  10. 1 point
    There are a couple of VEX functions you can use to help stick particles to an object, volumesample() and volumegradient(). You will have to convert your cherry geometry into a vdb to make it work. Multiplying the returned values together (and negating the volumegradient) and adding the result back onto the particle position. The code should be put in a POP wrangle and looks like this: @vs = volumesample(1, 0, @P); v@vg = volumegradient(1, 0, @P); @P += @vs * -@vg; The "1" means to look at the POP wrangles second input, which I've set to the cherries vdb. The "0" means it's looking at the first primitive of that input. @P is the current position of the particle This should work with both pops and flip. I've attached a hip file trying to recreate that gif you linked. the above setup can be found in the DRIP_SIM section cherries_colliding.hipnc
  11. 1 point
    this seems to work ( without python ) .. cleanvoroniz.hipnc
  12. 0 points
    @tylerafx Here is the update I was talking about. The mesh still needs to improve, but this is just to show the tool's update/fixes that I did on my pipeline to get rid of the volume issues and overshooting mainly to have a more natural sheet breaking and wobbling. I hope you like it! Thanks, Alejandro https://www.dropbox.com/s/9io3yow61dsivld/Tension2.5_sheetColapsing_VolumePreservation_01_v002.mp4?dl=0
×