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Farmfield

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Everything posted by Farmfield

  1. Differential curve growth

    No problems. And I too started in POPs, learning Houdini, though looking back I should have spent more time in SOPs before I did that - POPs, well, DOPs overall, is just "work", sim'ing, tweaking, in a way, wasting time. Learning Houdini is all in SOPs, imo.
  2. Differential curve growth

    It's all about balancing up the values, your head was too small, your resample and repelling forces were out of sync - you gotta repel further than your resampling distance - etc... And I'm still in love with this technique. curve growth problem_FF.hipnc
  3. How to transfer attribute from dop to geo?

    Here's a super simple setup for you. pop.attribute.transfer.hiplc
  4. Tried asking this in the SESI forums but no solution so far, so I'll try here too then. Is there a shortcut for hiding/unhiding the node guides in the viewport? If not, how do I create one? And I'm talking about the guides, not the handles, like with the copy SOP, etc... And yes, I know I can disable them in the display options, but I would really like a hotkey so I can just pop them on/off when I need to - like you can in most other comp and 3D apps...
  5. Hide/unhide node guides in the viewport

    Works like a charm - you guys are awesome - OD Force rules, as usual! Posted it on SESI forums as well (crediting you guys, of course) perhaps it'll help someone else with this issue some day. Much appreciated, guys! On a sidenote, I really gotta get into HOM, hehe, I've just pushed it forward for years now...
  6. Hide/unhide node guides in the viewport

    LOL, you missed them? Here's the copy SOP...
  7. Differential curve growth

    I'm more thinking of the vectors, using them to drive stuff on surfaces in interesting ways, directability of particle effects, that kinda thing... Doing custom force setups is something I seem to return to quite often, so anything about generating vectors from input objects are potentially very useful.
  8. Procedural Lake Houses tutorial

    Nice!! And 17.5 hours - damn, girl, that's a non trivial amount of work that went into that...
  9. Differential curve growth

    So funny, last thing I did last night was watch your Vimeo vid on this and as I was watching it, I got a notification that you posted the above. But yeah, really cool setup. I just love the gradient and curl direction, that's really helpful for some stuff.
  10. ^ like that's possible. And if it is, the producer won't like it.
  11. Voronoi to grain soft body

    I think I might have Houdini-induced Alzheimer's, I really don't remember how I set that up. (this one) But I'll take a look at the setup posted here and see what I can make of it. I spent a shitload of time working with grains recently, so hopefully I'll have at least a clue what the hell I'm doing.
  12. There's no such thing as "proper way" in Houdini, there's only better or worse way's, faster or slower way's, more or less controllable way's - and most complex scenes end up being a mixed bag, all of that at once, depending on where you look... I would set this up heavy to light, big to small, so one sim for the big pieces, cache that. Then you'd start breaking those cached pieces up around the edges, simming that in one go, cache that. Then you'd add the first layer of the road, the second layer, debris, dust with Pyro, etc, caching each step, building it up in layers. So I'd say you're in the right spot to start at least.
  13. multiple copies of animated geo across non-sphere surface

    Probably not, hehe, but then you have a reason to get your ass out of the wagon and install the last daily build... Also, seeing what you msgd me on twitter, unlikely it will yield much more than general awe on my awesomeness, but it won't help anything...
  14. multiple copies of animated geo across non-sphere surface

    To be honest I'm not very clear on what you want to do here, hehe, but this is how I'd setup the base for it - which is pretty similar to your setup. And you can't use a scatter on a deforming object as it'll recalculate the scatter positions per frame, randomly, so either you gotta do something like I did here, use points from the mesh, or you'd use a scatter but lock the position to the UVs, or you could use POPs with the minpos() setup, which is my favourite. h16.surface.deform.hiplc
  15. So in H15.x I setup so I had a couple of shortcuts for stuff I use all the time, N for creating a null, W for an attribute wrangle, T for a transform, etc, and I'd like to find a way to do this without using a custom shelf, setting the hotkeys that way... So anyone know the easiest way for me to set this up? Worst case scenario I'll have to dig into the HOM and figure it out myself, but trying to avoid that.
  16. Custom hotkeys in the network editor

    ... as it's friggin annoying with the duplicates you get in the tab menu doing it that way... So anyone know the easiest way for me to set this up? Alternatively, is there a way where I can create a shortcut shelf as I have before, set up the hotkeys for the items in it, but somehow exclude them from popping up in the tab menu? ^ solved this one, I just didn't use any labels for the shelf items thus they won't register in the tab menu.
  17. FLIP collision madness

    In the FLIP solver, try increasing the substeps and under volume motion, set the solver to the swirly kernel. You can also decrease the force scale and/or decrease the collision velocity scale.
  18. using break sop

    That hasn't been displayed in the demos as far as I know, but it sounds likely as I really don't see an alternative to that approach.
  19. Emit particles from rbd impact

    Here.
  20. Using Lsystem for Cracks

    Then the only way is to create it "manually" or use the VDB fracture.
  21. Using Lsystem for Cracks

    I spent weeks doing RnD on a method that would combine the idea of a growing crack in combination with fracturing and a bullet sim - but though the idea is valid, I just haven't found a method for creating the crack in a way I wanted to put out there - the cut plane support in the new boolean SOP will make that possible, so I'll try to get it out as soon as I can after H16 is released - it's a pretty cool idea, something I haven't seen anyone else do...
  22. Using Lsystem for Cracks

    With the new booleans in H16 it will be WAY easier to create cutting plane type setups in Houdini, so I'd say, don't even bother messing with that until after the 21st...
  23. Grow along specified paths

    For the hexagons, just triangulate the mesh and use the divide SOP and "compute dual". For the rest you can just use a convert line and resample SOP and then use something like this for the growing part...
  24. sop solver and crumbling grains via volume vop and wrangle woes

    I just read Anthony's message to me on Twitter about his problem but seems I was late to the party... One thing I thought about with all these types of setups is how to get limbs to detach in DOPs when their connection to the body is lost - like in your file, Matt, the connected grains in the arm should all be falling the second the connection between the arm and sholder is dissolved. Gotta admit, though, I haven't thought about it in regard to grains but rbd, like the fracturing deforming mesh setups posted here (and at CG Wiki).
  25. This just gotta have a simple solution, just couldn't think of a straightforward way to solve it. I'm looking for a division independent way to group N amount of random points from the bottom (P.y == 0) and an equal amount of random points from the rest (@P.y > 0). And sure, you can solve this several ways, using a couple of SOPs, but I'm looking for something like a single expression in a group- or wrangle SOP, if that's even possible. The only one-node-solution I can think of is splitting the bottom and other points into arrays in a wrangle SOP and choose N amount of points from each - but I instinctively feel there's gotta be a really simple solution I'm missing, it's my default mode, missing the obvious... grid.hiplc
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