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Showing most liked content on 02/18/2019 in all areas

  1. 3 points
    DM 1.5 first screenshot: https://i.postimg.cc/rcy3KY3v/dm1-5-screen.png
  2. 1 point
    Here's the file, just load the animation in it... and cook the rest. Have a nice day. Animation.7z GrainFirstEverTest_v001_Publish.hip
  3. 1 point
    Hi, I crop out some of the particles by using a group node (by a geo) and a delete node to reduce cache size (that's why some of the particles seem to disappear when they reach the bound), the cache cost 16GB of space, let me upload the source setup HIP and you cook all the node. Sorry for the confusion Cheers
  4. 1 point
    Base your simulation scale off the size of the characters that ship with Houdini. Once the simulation is complete, you can scale it up to the project scale size. I think I would use multiple emitter points, one at each little shelf along the waterfall to get things started. ap_waterfall_021819.hiplc
  5. 1 point
    Thanks for the feedback @acey195 , I'm suspecting I'll have to RFE. Cheers
  6. 1 point
    Morning "MADRID" Just did a view test to see how "ARNOLD" ... flicker was doing Like I said "Your shader". ??? Here is the with another shader , does not have the random , Thats why I asked if I could see your shader. to make an accurate output tweak.... Mangi Arnold grain 2.2.mov
  7. 1 point
    Did a Simple setup with some grains etc... render region flicker test. "ARNOLD" will continue:2:00am Madrid Spain , video is really only a flicker test. for me it is pretty good: did not see any flicker in the full render. whould be nice to test your shader Cheers and good night Mangi grain_arnold.mp4
  8. 1 point
    Hi everyone! The past week I worked on a personal project for learn something about hairs - vellum. It's my first project ever with hairs so I guess is nothing special but several people asked to see the hip file so here it is. Final result: Hip file (I had to recreate it but it should be pretty much the same): groom_clumping_03.hipnc
  9. 1 point
    Hi Charles, one straightforward way would be to hook up one geo to the first input slot of your attribwrangle/pointwrangle, the other geo to the second one. Then perform a closest point search on the geo coming in through the second input only. After that you'd have to "copy" the found points into the first geo and use them to create the polylines: float searchradius = 0.15; int maxpoints = 5; int points[]; points = pcfind(1, "P", @P, 2*searchradius, maxpoints); foreach(int ptj; points) { int prim = addprim(geoself(), "polyline"); vector newpos = point(1, "P", ptj); int newpt = addpoint(geoself(), newpos); addvertex(geoself(), prim, @ptnum); addvertex(geoself(), prim, newpt); } Hope that helps, Cheers, Moritz