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About -nöm-

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  • Birthday 06/08/1990

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  1. reverse rigid dynamics effect

    Thanks cubi, I shall give it a shot. At the moment I am achieving something similar by plugging in a "points from volume" SOP into the second input of a Voronoi Fracture SOP. Uniform distribution of points using specific values is providing me to break down my geometry into constant-sized cubes. However this would seem to work only on a symmetrical geometry. I'll try around for better alternatives.
  2. reverse rigid dynamics effect

    The reverse-cache option sounds nice n promising. Most of all it sounds simple (And I believe it should look realistic as well). I'm trying to achieve a similar effect, but am wondering on how to fracture the main geometry into uniform-sized cubes. Any ideas?
  3. That does sound like a basic reasonable solution, yes. Thanks man!
  4. Yes, kinda! But how do I assign this tool to the interface of my digital asset, in such a way that any 'user' using my digital asset will be able to draw the curve and the curve will automatically get connected to the node I want it to, once it has been created (by the user) ? I'd like the curve/path to be user-driven, rather than me defining the curves and packaging the whole as an asset.
  5. I'm building a crowd simulation system by creating custom VEX operators being cooked in a SOP simulation. Along with implementing basic behaviours(arrive,separation,cohesion,alignment,obstacle-avoidance,wander,leader following etc.) by manipulating point positions being accessed from the amazing Houdini point cloud feature, I'm working on a path-following behaviour. I'd like the user to be able to define his own path, a curve rather(as I'm using a curve to define a path), is there anyway I can make my digital asset user-driven, wherein the user can have an option to simply draw up the curve on the grid? If I found nothing, I would let the user load up an image file with a path drawn on it, and let that form the path to be followed, but I'd have to somehow scatter points(after tracing it) in such a way that they form path-like connected line-segments(even if they might not be curves, it'll still work if I can simply get to access the points forming the line-segments of the path). But I'm sure someone can come up with a far better solution than that, really looking forward to it! (It's eating the insides of my brain now!!) Thanks! Cheers