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Showing most liked content on 02/22/2020 in all areas

  1. 2 points
    Can't work with this personally, but can give some helpful time saving advice... get yourself a storyboard with a timing sound track. Maybe start with miming what you want to happen with your hands or some props or drawn on paper in front of a camera. Then edit the beats to what you like. This will save you tons of time and money and frustration. Buy maybe you already know this. I have no way of telling. If you do, then please ignore me.
  2. 1 point
    Hi! I posted on the Gumroad page a PDF File with shortcuts for Houdini, in total 53 pages, optimized for printing. A way to increase efficiency in Houdini. Download: https://gumroad.com/rart#AoHKBQ Download: https://gumroad.com/rart#AoHKBQ
  3. 1 point
    10 lesson. More patterns and more attributes, now learning about promoting and intersections, combining with colors( and using in solver with vertices) ., and how to project those patterns to some other 3d figures (shapes ) Learned a lot from Anastasia Opara ...and ...wordpress.discretization.de/houdini/... projectione from cgwiki Now having fun with NURBS modeling like a Rhinoceros with wonderful examples from @Aizatulin that I hope in the future he does more stuff
  4. 1 point
    Here is another approach (similar to the previous). rough ideas: use pcfind() to get clusterpoints and add polylines (for connectivity) remove points which are isolated get connectivity classes create dummy points (one for each class), which should be the center points later each point should get all cluster points as vector array attribute (using for each is possible) create average over all vector array for each point to get the center Probably there are faster solutions. CenterOfEachColoni_01.hipnc faster equivalent (avoiding for each)... CenterOfEachColoni_01B.hipnc
  5. 1 point
    best thing is to contact SideFX support, they are very helpful
  6. 1 point
    Ok milad You could try and re-order and shift in Chops . this discussion - you could perhaps do the same but in sets of your_points * 3 . your birds have 12 points , so re order numerically then floor ($C / 48) perhaps.
  7. 1 point
    This‘s an breakdown of Pompeii we made. Hope you like it ~ Software: Houdini17.5 , Fusion Details : Memory: 64GB Processor: AMD Ryzen 1950X Graphics: GeForce GTX 1070Ti Simulation : 10H Space disk : 500G Render:Mantra Render time: 1920*1080 (40H) I recommend to use Linux for heavy simulation, because Linux has a better ram usage than windows.
  8. 1 point
    Here is a procedural workflow to model a static slime tree based on curves and voxels. slime.hipnc
  9. 1 point
    I can only help. 4 files youtube.com/watch?v=rfNzYxcuxbA and entagma slime tutorial entagma.com/physarum-slime-mold/
  10. 1 point
    Hey ejr, sorry this took a while. Was right in the middle of something when I first took a look and then left everything on my work machine. I just rebuild it at home quickly as it's pretty simple. I haven't delved into getting the SBD constraints to work as I'd need to look into more about how it matches up constraints - I'll try and get round to it as having multiple techniques in your bag is never a bad thing. Here is a version using the pintoanim that Jordan and I are talking about above. I've put in a couple of ways to select the base points of the curves. It's assuming the base point is the lowest ptnum but there's a visualizer in there to easily see what either method has selected for you. Knowing that you can use an integer attribute called pintoanimation, which is an attribute recognised by the solver to constrain that point to its position in the target animation. I use point deform to match the animation to the model. At this stage you will see all the wires moving as one, but it's only the motion of the pintoanimation points we care about. Once in dops the animation on the rest of the curve will be ignored and the wires will move as per the sim. Something I did, which may or may not be what you want, is set the 2 base points as pintoanimation, so the curve still stays pointing in the general direction of its rest state. This was just a quick fix to stop it essentially pivoting around just the one base point constraint. I haven't set up any collisions etc so if you had those maybe that wouldn't matter, but hopefully this helps if you had no joy with the regular SBD constraints. hair_herbert_pintoanim.hipnc
  11. 1 point
    Look at the help file for the Scatter SOP: http://www.sidefx.com/docs/houdini15.0/nodes/sop/scatter The Tip section right at the top describes three different scenarios to scatter fixed point positions on deforming geometry including an example file. Very fast and you only evaluate the Scatter SOP from the frame you use in the Time Shift SOP. Btw rarely do you want to lock operators to get a rest frame in an input deforming archive. Always use the Time Shift SOP and 9 times out of 10 you are setting it to frame 1 or the start frame of the sequence which is $FSTART (in case you are dealing with simulations that start at frame 1001 for example). See the example file as to how to take in deforming unpacked geometry (from your alembic archive) and use an Ends SOP set to unroll then scatter and stick with the Attribute Transfer SOP using the recipe indicated in the help. See the attached example file for scattering on deforming edges. stick_scatter_points_on_deforming_geometry.hip
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