Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by supremeoh

  1. Hey, So I'm trying to implement Steven Knipping's technique on using a switch in the Foreach loop SOP to create additional fractures. Rather using his expression and have it be randomly chosen percentage. How can I choose a specify piece if I know I only want to fracture say @name = piece90, @name = piece 2, and so on. Thanks
  2. additional fracturing help

    Oh okay cool, I'll try it out. thanks! Its based off this tutorial https://vimeo.com/185820853 around the 1:38:35 mark.
  3. smoke trail help

    Hey guys, so I'm trying to implement this tutorial on procedural smoke trail https://www.youtube.com/watch?v=Ed-sdDrePyo. And the problem I'm having are those missing samples as the source is gaining velocity. I already upped the substeps in the popnetwork to 10. Any help will be great thanks! trail_help.hipnc
  4. smoke trail help

    Hey Jim, The other issue that I found in the rendering is that there's gaps in between the smoke. Is there anyway to fill in the gaps. I can't find a way to add more points? And even increasing the particle count doesn't help. Thanks
  5. smoke trail help

    Hey Jim, Seems like the pscale is working. Oh okay, I'll definitely check out the docs for pyro cluster. Thanks for the help!
  6. smoke trail help

    Hey, Thanks, I think its helping. What about the age of the smoke? When I make a flipbook it seems like the rate at which it enlarges closer to the source isn't fast enough, which is making it appear like there's the gap in the renders. I tried multiplying constant, but it's not really what I'm looking for. Any other suggestions? thanks
  7. Hey, I have an alembic of a car and it comes with the animation. And the location is way off where the origin of the construction plane is and that's okay. So my question is basically I'm trying to create a rest position onto the location of where the origin of the construction plane is. I kinda used a transform SOP and just moved the car but is there like a more methodical way of moving it to the center of the construction plane? Thanks!
  8. setting rest postion

    thanks a lot guys, exactly what I needed!
  9. Hey guys , So I'm following the cmivfx Directable particles in H14, and I'm having trouble in the beginning where I have to write out .PC files. I keep getting a convert .i3d error message; And also when it does write when I try bringing the file back in nothing appears on the view port. Any help will be appreciated. Thanks a lot. direct_particles_002.hipnc
  10. trouble writing out .PC

    Thanks for the help. It seems to be able to write out the .PC files now, but when I bring them back in with the file SOP and middle click on it. The nodes empty, there's no details or info. Each file written is only 1KB. I'm not really sure whats wrong now. Any advice?Thanks
  11. Hey, so I'm trying to import camera and tracking data into houdini. I used nuke to do the camera track and points and then I exported a fbx from it. When I imported the FBX into houdini the camera shows up but none of the locators appears. I imported the fbx into maya and it works perfectly. Any ideas why the locators aren't showing? thanks
  12. rbd sinking

    Hey, how's it going? I was wondering if anyone can give me any tips on Rbd where once the sim begins the RBD object sinks into the ground a bit. How can i prevent this? I'm placing it as close to the floor already. But I still get that moment where it sinks into the ground a bit as the sim begins. And its quite noticeable. In my setup its just a torus with vdbFromPolygon RBD object. thanks! hip file attached floodtest_001.hipnc
  13. rbd sinking

    Since I changed those settings the collisions between the FLIP doesn't collide and move the torus anymore. I tried adjusting the voxels on the torus too. Any hints? Thanks floodtest_002.hipnc
  14. rbd sinking

    Thanks for all the help guys! So I changed all the VDB Proxy like you said. For VDBfromPolygons for the exterior and interior band voxels should it be a low or high number? Should the box be tightly around the torus objects ? I'm still trying to figure out the mask so that torus doesn't drop into the floor when simulation begins.
  15. rbd sinking

    Here's the HIP! thanks for your help floodtest_001.hipnc
  16. rbd sinking

    Its in the beginning stages but hip files attached now. I'm trying to do a large scale flood test crashing into multiple objects. Do you think the scale is correct? thanks a lot!
  17. polar coordinate help

    Hey all, So I'm trying to animate a Noise VOPSOP following a polar coordinate direction. I'm pretty new with implementing math in houdini. If anyone can help or point me to the right direction that will be great. I tried a simpler way like using a sphere and animated a Carve SOP and use attribTransfer but that didn't work. Thanks for the help! polarCoordSphere_0001.hipnc
  18. Hello, basically I created a attribute named activation. But when I try $ACTIVATION in the point node the errors says no matching variable. I'm not sure what's wrong. Thanks for your help! helpTHANKYOU.hipnc
  19. variable/attribute help

    Oh okay, got it. Thanks for the explanation!
  20. Hi, beginner question, when doing a water sim, whats the difference between using the particle "source particle emitter" and using particle fluids "emit particle fluid"? is one like a newer methodology? is there like a preferred way to use one or the other? Its just that on some hip files that I've seen regular "source particles" are being used to act as water rather than the flip fluid particles. Thanks for your time!
  21. I have a simple voronoi fracture, after the initial breakage how do I make the shattered pieces break into even smaller pieces as time goes on. thanks
  22. fracturing crust

    how can I create a crust from a sphere. Kind of like an egg shell using a sphere. I tried using polyextrude but I'm having trouble. Thanks
  23. fracturing crust

    yes thank you!
  24. workflow question

    Hello, so I'm new to Houdini, and was curious about the workflow approach that you use when approaching an effect. Do you simply go through the shelf tool, and have that create the basic nodes. Or do you manually create the nodes yourself? Is it okay to delete nodes that come with the system from the shelf and replace it with your own? Thanks
  25. fracturing wood-like effect

    hello, so I'm trying to create a wood like fracturing effect using the voronoi fracturing. I was able to create the long fracturing appearance but is their anyway to control where the cluster is. Because whatever I'm doing the cluster remains on the the bottom corner of the geometry. I'm trying to get the cluster of the voronoi fracture points in the middle of the geometry. So it breaks mainly from the center of the piece of wood. thanks wood_vfracturing_1.hipnc