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Showing content with the highest reputation since 05/29/2025 in Posts
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Here are some ideas using this on curves (if I understood correctly) shift_points_along_curve.hipnc3 points
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https://forums.odforce.net/topic/52360-heightfields-guided-by-pyro/#comment-238377 you have endless Way to make this .2 points
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true i think then your setup is already good and simple to use. you could also extend the curves to fix the issue in my setup ... but guess thats then already too much1 point
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Thank you for your explanation, that's great. I realized you changed your setup in the last file.1 point
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interesting one, though it doesn't seems to be 100% correct for example here the normals don't follow the curvature properly adjusting the Search Radius can help, but it has to be larger than the length of a segment in the line (this can be problematic if the distribution of points are not uniform in the line (and if you can't apply resample for some reason)) but thanks, it's an interesting and simple approach indeed.1 point
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It is cool! I will explore how you solve it, your setup is completly different than mine, your setup is totally different from mine. Could you explain a bit about your workflow?1 point
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Upskilling. Tried new stuff. Demo in below link!! For More info: https://www.linkedin.com/posts/chandrakanth-santharam-6b8b3527_houdini-template-manger-10-activity-7333552173038845952-0RUG?utm_source=share&utm_medium=member_desktop&rcm=ACoAAAWvTKwBN4lVJ6vJC07NTnwyTd6gViVRL4U Cheers!!1 point
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I do not think a discord is the right thing for odforce, as Marc mentioned, the info get lost easily. Even though you can search etc still is not as nice as having it in a forum.1 point
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The funny thing is that I tried the Target Forward Vector, but somehow failed to have success... This method is really nice, thank you very much @fencer!1 point
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make of those stairs VDB and use this on Pop wrangle (input 2 ) on first points that you want to use) float volSample = volumesample(1,0,@P); vector volGrad = normalize(volumegradient(1,0,@P)); @P -= volGrad * volSample;//adjust Position @v += @force * @Timeinc;//Force to V @force = 0;//Force to be 0 vector vVertical = volGrad * dot(@v, volGrad); vector vHorizontal = @v - vVertical; @v = vHorizontal;1 point
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Hi art3mis, We used all those options before and it depends on what you are exporting. Alembic for vellum cloth is not great for optimisation later on and VAT was constantly loaded in memory which gave us problems during optimisation as well. We ended up using dembones for our baked cloth simulation and in the end was a lot lighter on the system. RBD to FBX was used extensively through out our production. That was great since we can optimise the the simulation right before it was baked and it doesn't change the rbd sim at all. Another issue with Alembic is that it doesn't handle a 2nd UV channel. Glen1 point
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Houdini was getting bored doing hours of simulation, so I gave him something to play with. - Done in Houdini, script in VEX, rendered using Karma.1 point
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During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!1 point
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you can specify formatting in Print VOP in similar way as in printf() function, see the example ts_formatted_print_vop.hip1 point