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Everything posted by bretik

  1. Material Fracture Bullet Glass

    Hi, I try to make a car glass bullet hit... I can't figure how to make the connected pieces which stay attached to glass, I tried "soft constraint" of the "Material fracture node, but I can't figure how to break the soft constraint in some distance, pieces always returning back no matter how far they are.. which looks more like a STAR GATE portal opening Sklo_TEST_11.hip
  2. @pscale for vellum grain?

    Does anyone know if it's possible to use @pscale for vellum grain? I mean to create it on "Grain Source" and pass it to a "Vellum Configure Grain". To a "grain size" probably? Thanks. BK
  3. Muscle Loose End

    Hi Guys, my very first try on Houdini Rigging and Muscles, is it possible to make a muscle with one loose end? I need a rig dynamic udder. (cow) The other thing I experiencing is when I ad a "Muscle Displace" and connect muscles it strongly deform my skin.. Why?? Thanks.
  4. @pscale for vellum grain?

    Ok, I get it. Thanks Guys.
  5. @pscale for vellum grain?

    Thanks Tamagochy, So how you do for example the random size of vellum grain?
  6. Non-Simulated Flame (+hipfile & notes)

    Looking very good Man. Thanks.
  7. FOR EACH LOOP metadata

    Thanks, but, I have this "Feedback each iteration" but it output all generations...
  8. Hi there, is there a way to have just last iteration of the for each loop? I mean the last "generation" ? Im scattering points, looping a copytopoint node. So it is growing mesh. But i would like to have just the new ones every frame. metadata from each loop maybe, somehow? I also have a popnetwork after scatter, to get age and tried to use "Just Born group". But I still get the whole mesh every frame (for obvious reasons) Iteration Method is by count. Im rising iterations with $F. Thanks. BK.
  9. FOR EACH LOOP metadata

    Yes, Thanks Don, that's correct. Here is a file if anyone wonders how to use this. B. BK_for_loop.hip
  10. Hi Guys, is it possible to go ROP > COP > ROP I have a displacement from COP {noise} baked to texture, I would like to shading Color based on P.y but after displacement. Is there a way? I basicely using the same noise for Cd as for Displacement just shifted with ramp into some colors. The only way I found is "ramp from attribute" {from displacement Cd} and than take it back to COP and write textures. But the color is point color so I have to subdivide the mesh way to high. [using Arnold] B.
  11. ARNOLD Shader Cop op: path

    OK You are slow Guys.. ROP Output. (and Im lazy)
  12. Hi, anyone knows if op: path like op:/obj/Sphere/cop2net1/OUT should work in Arnold shader? Arnold Voppnet > standard surface > "image" node to color cant get it to work. I also tried opfullpath(/obj/Sphere/cop2net1/OUT) B.
  13. ARNOLD Shader Cop op: path

    Or at least how to bake Cop textures out to a file?
  14. UV Coordinates FOLD Transform

    OK, I found a COPS "Tile" node... I cant see now, why he did not use this...
  15. Hi Guys, I'm trying to replicate COP workflow from Simon Holmedal, in the video below about 29:00 he folding UV coordinate VOPCOP filter... I can't make it work... Any Idea? Thanks.
  16. Wire attached geo collision

    Well, my geometry is growing... so I can't use this method because the number of points changing...
  17. Hi, I like to do this... Create wires (kind of stems) attach the geo to the last point of curves (bloom) and during wire DOP collide the curves (wires) also with the blooms... How to do this? Sees to me like kind of cycles for counting this..? What should be the data flow? Thanks. B.
  18. Wire attached geo collision

    Yes, look promising, Thanks for this! B.
  19. Well... actually it works already..
  20. Hi, I'm generating curves... I want with the "Group by range" select say the first point and offset it with $F, I have this done... for all curves doing the same.. But what if I want a random, in a way that offset of selection on every curve is different, I was trying to use primnum, but seems not to work... Do I need some "For Each"? And if so, how. Please and Thanks! Bretislav DontKnow.hip
  21. Hi, can't make work the "Wire Visualization" node in H17? Did anyone experience this? Bretislav
  22. Hi, can't make work the "Wire Visualization" node in H17? Did anyone experience this? Bretislav
  23. Material Fracture Bullet Glass

    oh, ok... I will bend the glass after the sim... Don't need to use Arnold... even it will be similar for Arnold... I will check that. Thanks a lot. Bretislav
  24. Material Fracture Bullet Glass

    The other issue I have is that as long as it is on BOX object it looks great... Radial cracks are curvy, but no matter what if You make Material Fracture on imported object or a pig head test geometry or any other. The radial cracks are just straight... as well as concentric cracks...
  25. Material Fracture Bullet Glass

    Thanks Victor... But there is going to be like 5 shots hitting the glass... so I need to make some "geometry mask", based on some attribute, There is something, some attribute "Broken" on the constraints... maybe that's the way. Can't figure it out... (or I was thinking about converting both do VDB do some " diffrence mask" and then use this for combining cracked and uncracked mesh ... ?)
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