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Showing most liked content on 01/17/2019 in Posts

  1. 2 points
    Yes its kinda cool. Played around with a similar setup a year ago, maybe i should try to find the files and give it another try. Easy way to kill your machine atleast
  2. 1 point
    Hi everyone, Herer's a little personal project I did over the last year. No keyframes where used for the animation. Each movement is generated through physical simulation or procedural noise. The Bananas and Pears are done in H16.5 using CHOPs controlled Bones and then fed into a FEM simulation. All the other fruits are done using H17 and Vellum. ÖBST: "How would fruits move if they could?" Hope you like it.
  3. 1 point
    vu_vellumTommyMarshmallows.hiplc Anyone who laughs at this.......is a sadist.
  4. 1 point
    Vellum Virtua Fighter....this time Tommy has learnt to put his hands up to protect himself...looks like he's learnt some Wing Chun moves too... I seriously do not know how to use SOP solver in DOP...just me first time bumbling around but hey, just because I don't know something, it's not gonna stop me from....stabbing things in the dark and see how it goes...anyway, got things working, if anyone can give pointers, please do. 1st gif is normal mode, 2nd is ninja mode...where it was a byproduct of stabbing things in the dark.....where one 'strike' repeatedly strikes him.... (EDIT: Tommy gave me a message...with his fingers...so I added Evade options for him I am NEO...I know kungfu) vu_vellumVirtuaFighter.hiplc
  5. 1 point
    There's several ways to do that. Here's couple I threw together that I think you might have been talking about. Let me know if it helps! voltrailviz.hip
  6. 1 point
    Hi, Just posting some of my recent art. Most of it is houdini. Some is a mix of Houdini, Daz and Marvelous Designer. If you see a character, that's definitely from Daz. Everything is rendered in Octane. regards Rohan
  7. 1 point
    Here is my simple code for grouping H17 particles into pre H17 whitewater groups. i@group_foam = 0; i@group_bubbles = 0; i@group_spray = 0; if (@spray>0.0) { i@group_spray = 1; } else { if (@foam>@bubble) { i@group_foam = 1; } else { i@group_bubbles = 1; } }
  8. 1 point
    Unified noise seems to be much worse than a turbulent noise. When rendering a unified noise the scene takes 3 or 4 seconds to generate, however with turbulent noise its milliseconds. Obviously unified noise is a much more complex noise but i'm surprised its that slow..
  9. 1 point
    Generally speaking, things which are threaded: Anything written in VEX (wrangles, shaders) Anything written in OpenCL Mantra Many sim solvers, especially for volumes and particles COPs Things that aren't: GL Rendering, UI Expression and python evaluation Many nodes are threaded, but this varies on a node-by-node basis.
  10. 1 point
    here you go! The teapot is exporting a "matte" AOV, which is a solid red color. This is handled inside the teapot's shader. To get the glass sphere to refract this AOV, we include the code I posted above in an Inline VOP in the sphere's shader. It uses gather() to look for this same export from other objects in the scene, then writes back to that same "matte" AOV. refract_aov.hip
  11. 1 point
    Posting on forums after hours of unfruitful attempts is the best way to find an answer 2 minutes later by figuring the perfect search keywords or something like that. You shouldn't deny the power of this method.
  12. 1 point
    I somehow always wanted to achieve a thinner version of the coral growth and finally succeeded today after some hints in the comments on this video: So I extended my old Entagma-based setup and replaced the resample node with a remesh and fiddled quite a long time with parameters but finally got it working - one major hint was to add some minimal noise to the points to get it out of the 2D plane. To not have it paper thin I added a poly extrude and 2 subdivisions. Mantra was too slow for me so I once again exported to Thea Render: Cheers, Tom
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