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Showing most liked content on 11/29/2020 in all areas

  1. 1 point
    Cool explosion ! Maybe you can zoom a little bit on it because the background don't add anything...
  2. 1 point
    WOW.that is cool.you are my hero.hahahaha. i am very appreicated for you help.thanks very much.
  3. 1 point
    this will definitely sound like a broken record: Your experiment/RnD scene is far far far far faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar too complexed. Here, just works. Yes the interaction is not 100% mutual ie. the grains are not pushing back on the shell but depending on shot, you could easily get away with this. Now that you got an incredible simple setup working, you can try to apply the ideas to a more complexed system, ppl starting with a complexed system + the kitchen sink...i'll never understand. End of rant. vu_grainpill.hipnc
  4. 1 point
    Here's a thread with a similar approach, simulating lowres geometry and then deform highres geometry with it: And here's your file with the point deform capture from qlib. V_test_01_yader.hiplc
  5. 1 point
    I'd think it should work, definitely submit RFE for that as there is no obvious reason why they shouldn't interact natively unless it's a technical one what you could do in meantime (and this is sort of a hack, but may work depending on the case) is set i@isgrain point attribute on your hair to 1 you'll still get hair constraints applied, but point to point collisions on hair as it's now disguised as grain the disadvantages I forsee is, you lose hair segment collisions and maybe some grain forces like clumping will now affect your grain hair, but in some cases for visible interaction it may be worth it ts_vellum_hair_grain_interaction.hip
  6. 1 point
    I have modified your scene to allow both uv and shop_materialpath to flow through the fluid simulation. The higher the resolution, the better the quality of the attribute transfer. I generally discard FBX materials that are generated by Houdini and use a wrangle to re-write the @shop_materialpath to point to the material context I am using. Sometimes /shop, sometimes /mat. I have added a wrangle near the end of the Genesis3_Male node inside the FBX import node. This wrangle uses a simple IF statement to detect the old material name and reassign a new one that points to /mat context. Inside the /mat context I have dropped down a Principled shader and renamed it to "Face". Go ahead an extend this code by writing the material path code for the other 16 materials on this object. Then you can populate your /mat context with shaders and plug in your maps to those materials. if(s@shop_materialpath =="/obj/gen3_fbx/materials/Face") { s@shop_materialpath = "/shop/Face"; // Or use the /mat context. s@shop_materialpath = "/mat/Face"; } ap_119_FLIP.hiplc
  7. 1 point
    You'd use sprintf like this in this situation (i think..). string s = sprintf("%g",f@class);
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