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  1. Here are some ideas using this on curves (if I understood correctly) shift_points_along_curve.hipnc
    3 points
  2. https://forums.odforce.net/topic/52360-heightfields-guided-by-pyro/#comment-238377 you have endless Way to make this .
    2 points
  3. Yeah, but only works on straigth line @Aizatulin's file is awesome!
    2 points
  4. I would like to increase the curviness of a given curve in post. Do you know other methods to this problem? This seems to work nicely, but maybe there are better ways to do it.(?) increase_curvature_in_post.hiplc
    1 point
  5. 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 much
    1 point
  6. Thank you for your explanation, that's great. I realized you changed your setup in the last file.
    1 point
  7. 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
  8. avoid_force_super_simple.hip thats maybe simpler
    1 point
  9. Wow that thread is really helpful thank you for sharing that
    1 point
  10. if you mean Those Swirls .its just Texture that its being advected and Rest uv by movement of particles(to volumes) that you can map to -P.y . just volumes . @korbendalas
    1 point
  11. 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
  12. Hi, Here's a hipfile for this: drive_ocean_amplitude.hiplc
    1 point
  13. I'm not proud of this definitely not the best approach, (especially that it doesn't stop at the end ) but maybe can give you ideas. curtain_thingy.hiplc
    1 point
  14. Maybe animate the geo or volume on subframes using simple modulo expression? frozen_motionblur.hiplc (hate to put pighead in such a vulnerable situation)
    1 point
  15. 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
  16. 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
  17. 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
  18. So I fixed it. The issue was quite simple. There was no collision shape for this specific bone. I just had to click on it to create a coll shape, I didnt even resized or moved it. All those shapes doesnt look very optimized though, but it works well for what I need. Ragdoll_0102.hip
    1 point
  19. 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
  20. 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. Glen
    1 point
  21. 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
  22. and I made it work inheritVel_Test_v02.hip
    1 point
  23. 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
  24. you can specify formatting in Print VOP in similar way as in printf() function, see the example ts_formatted_print_vop.hip
    1 point
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