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## Popular Content

Showing most liked content on 10/02/2020 in all areas

1. 1 point

Only sharing files and links for peoples that want to learn ..including mine self Here its snippets(File) useful for Tricks and Links for Video Tut INC ...WITH FILE. https://vimeo.com/454127040 https://vimeo.com/207724703 https://vimeo.com/305429043 uiHud.hiplc
2. 1 point

## Weathering texture tool

Currently working on a from-scratch texturing procedure that simulates water running down surfaces. Models shamelessly taken from @animatrix course files. Starting with projected points, the curves run along a volume until they drop onto the next underlying surfaces using nested while loops. The watery effect is achieved in COPs where the texture is drawn based on measuring distance from texture positions to these curves. Alright, enough art, here comes the proof of dripping :
3. 1 point

## Weathering texture tool

Thank You for those beautiful Solutions and Tricks
4. 1 point

## Weathering texture tool

Point cloud based / smoothed occlusion texture going the 2D voxel field / SOP import route. This time featuring a butter squab ; ) texture_occlusion_VOL.hipnc
5. 1 point

## Apply rotate and scale to RBD?

The `transform` 3x3 matrix intrinsic controls both rotation and scale. If you're assigning rotations based on quaternions, you're going to run into scale issues because quaternions can't contain scale information. The `w` attribute is for angular velocity, not rotation, so it won't help you here. What you can do is use cracktransform() in VEX to extract the scale from a matrix as a vector, then use the `scale()` VEX function on your rotated matrix to scale it back to the original value, either before or after your rotation (depending on whether you want your scaling to happen in world or local space). You could also consider using MOPs Apply Attributes to handle this for you.
6. 1 point

## FLIP smorganic/sheeter effect?

Hi @lobao, Thanks for following up the progress. Regards a paid tutorial, I think a tutorial is not enough, it has to be a Masterclass or something more robust, this method is not a simple one to deal with, also the pipeline is made out of many different stages that has to be explained in a nice way without overwhelming too much the attendants, so I'm trying to find the best way to do this, maybe a Patreon or a a collection of hips on Gumroad. A Patreon is a good idea, I have many techniques and tools to show, so I think that method would be nice, or maybe people is searching for another way to learn. Who knows! Anyway thanks again to be interested! Alejandro
7. 1 point

## VFX Breakdown | Waterfall with Houdini | VFX Grace

Hi guys, this is a case of waterfall effect breakdown. Hope you like it ~ https://vimeo.com/vfxgrace
8. 1 point

## solver not working on animated mesh

or most of the times you may want to do the opposite, keep your Input_1 as your main stream, but copy the attributes you are accumulating from Prev_Frame geo as a first step as most of the times there is more animated attributes on your source geo than just P, this will keep them all being updated, just selected attribs will be accumulated
9. 1 point

## Rest Field examples? how to use that field in Pyro?

In Alejandro Files, AutoDopNetwork>pyro(Smoke Object)>Fields>Rest is checked on but AutoDopNetwork>pyro(Smoke Object)>Initial Data>Add Rest Field isn't checked neither AutoDopNetwork>pyrosolver1>Advanced>Rest Field>Enable Rest. So how can it produce Rest datas? You can see that if you middle click on import_pyro_build>import_pyrofields there are no rest.x rest .y and rest.z, they do appear if you check the Add Rest Field and Enable Rest as previously mentioned. So i don't really understand how the Alejandro file is interesting for the "Rest" purpose. Maybe i miss something. It's good for the explosion rendering. This next thread is a good answer: http://forums.odforce.net/topic/20659-fluid-simulation-what-is-rest-field-for/ it has a link to a project that Ian generously share with the odforce community: http://fx-td.com/?p=329 This next link also help to understand, even if the provided file may turn houdini down: https://www.sidefx.com/forum/topic/31320/ The best answer i've found is in the Steven Knipping tutorials, at the end of Applied Houdini - Dynamics 2 he turns on the rest field and in Dynamics 3 (5b) he explains how to use it. The entire bundle is brilliant, you can watch the 1 out of 6 for free. It's here: https://www.cgcircuit.com/bundle-details.php?val=28
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