Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 03/31/2026 in Posts

  1. If you take Crag test geometry. Go to your global animation options, uncheck integer frame values (have the step at 0.1). After Crag moves to grab the hammer,scrub the the timeline at every subframe (right arrow), be patient it's coming ... carry on, not yet, there, right there do you see it? geometry going crazy in between frames, not once many times, even the hammer takes the opportunity to flip around 360 degrees in between frames, coz why not? no one is looking, right? not really, the solvers can be a bit allergic to this "immature recalcitrance" in between frames. What I've tried to do is first to kill the subframe data that came with Crag animation by default, coz it's trashy. then attempted to recreate subframe data several ways for half a day (stealing the kitchenware from the deprecated timeblend sop), got some less than optimal results, then time to ask: how do I generate smooth subframe data? I mean as smooth as the original except some craziness in between frames?
    1 point
  2. Thank you so much @fencer! I really appreciate your help, that VOP setup for the orient is working perfectly. Exactly what I needed.
    1 point
  3. Seems need to make proper orient for curve to help vellum understand how to rotate. Tried to do something towards this direction. Previz_forum_v02.hipnc
    1 point
  4. I guess there's Karma AOV node already in a new version. https://www.sidefx.com/docs/houdini/nodes/vop/kma_aov.html But yeah, you can cheat with using free channel, like emission and put as many AOVs as needed karma_aov_v02.hipnc
    1 point
  5. I guess something close was discussed earlier
    1 point
  6. 6 Gb not enough, you probably shoud stack with 1024x1024 COPs res to work
    1 point
  7. Hope you don't mind, Karl, I coded a version of this in vex after checking out your file. Slightly different than yours, but using the same principle. I put two options in there, one to do even divisions between particles, and another to use a step size for divisions, so you always get a somewhat even distribution of new points. Match this to your flip particle step size, and I think that will provide optimized results. I also approximate normals on the point cloud and provide a random spread along the surface tangents which can further help fill in the gaps. There's an option in there to try and detect isolated particles and delte them, but that will slow things down a lot. HIP and OTL attached. splashExample.hip pc_gapfiller.hda
    1 point
×
×
  • Create New...