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Atom

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Everything posted by Atom

  1. Custom velocity field

    Shouldn't you be routing the result of the cross function to v, instead of N? The H18 nodes look for that attribute. Try to populate it.
  2. Studio Workstation

    You may need more than 32Gb of memory. Don't buy a motherboard that can't be upgraded to 128Gb.
  3. Gobo lights

    I think what you might be looking for is the Projection Map under the Spotlight. The field you are populating is for tinting color, which does work.
  4. need help with design process (slime modeling)

    Check out this pizza setup here.
  5. promote via wrangle

    Drop down an attribute wrangle that runs over primitives. Fetch the value using the point function and assign it to a new attribute. f@my_promoted_attrib = point(0,"my_point_attrib",0); You may notice the problem with this, however. I am fetching the attribute from point zero. So to do it right, you would have to loop over all the points for a given primitive and then average them to produce a single result. It just make more sense to use the provided attributePromote node.
  6. I generally set a companion @goal_P attribute on the agent. Then you can reference that goal location inside a popsteerseek to make an agent move in that direction.
  7. If you can group the points near the gap, try an attribute smooth over the UVs on the group, perhaps? Are you sure it's not just a texture issue? Do your textures have a border, maybe?
  8. Did you try using the Fuse node after you have morphed your grid into a sphere?
  9. Here is another offering. Three UV mapped spheres that unfold to different grid aspect ratios. A 16:9, 4:3, and 32:9. These are pre-animated Alembic files, not procedural at all. ap_UV_spheres_unfold_to_plane.zip
  10. Pumping Vellum Cloth

    I suspected jitter in the walk animation, as well. I have never tried cleaning up an animation using CHOPs. I can fetch the geometry and drop down a Filter, but how do I route that filtered result back into the SOP network so it becomes the new animation?
  11. Crowd

    From my small investigation on this topic, it looks like Goleam can do more complex setups, compared to Houdini. For instance, you can't do archers in Houdini and turn their arrows into particles. I believe Maya can.
  12. Hmm... I find no evidence that either of these files produce a working solution. Is there a bug in the Bend sop in Houdini 18.0.327? What version of Houdini are you guys using?
  13. Rain water drips

    I came across another tutorial that demonstrates this technique. ap_rain_with_streams_along_surface_021220.hiplc
  14. How to fill a box with RBDs?

    Here is an old fill a cup with candy M&M scene. Maybe you can alter it to fit your needs. ap_rbd_fills_cup_021120.hiplc
  15. At some point, you are at the compositing level. Just create Houdini footage for the first zoom in. Once you are no longer looking at a sphere, use the 40k images to fake the rest in your compositor. Check out the old earth zoom tutorial on VideoCopilot.
  16. Flip Fuid Volume Loss

    It was recommended a few years back to try to simulate everything at real world size, but since then it has been discovered that Houdini has a "sweet" spot for simulation sizes. If you sim too small or too large, you have to use unreasonable separtions sizes and crazy collision resolutions that gobble up your memory. A recent trend is to simulate in the "sweet" spot and rescale your simulation to match your final world size. You can test this theory with your own scene. Scale your cups and emitter down to 0.03. This makes them the correct size for a cup to fit in one of the Default shelf tool character's hand. However, you'll quickly discover that you can't set the collision resolution small enough even if you decouple the collision resolution from the particle separation. While your scale is large and flip calculations are affected by larger scales, your basic setup works. Instead of adding wind to your simulation try replacing that with a PopDrag. This will slow down your particle movement, but you can boost the collision velocity scale to make up the difference. I set the Grid Scale to 1.0 to help with the fluid loss and enabled reseeding to smooth it out a bit. ap_Coffee_NEW_03.hipnc
  17. carve and nurbs

    If you have two primitives, drop your carve inside a foreach primitive loop. Then each line will start at 0.
  18. rain system question

    Revisit the Delete node in your setup and visualize it by moving the Blue display flag. Set the Delete to operate upon points and in the group field add the popstream from the pop replicate. "stream_popreplicate1" Delete non-selected. This will give you only replicated particles, not falling rain drops. You can also leverage the "justborn" group to get particles right when they appear.
  19. Installing RedShift?

    Are you actually running Houdini 17.5 or are you running Houdini 18? You can fetch the Houdini 18 plugin from the thread on the Redshift forum. Search there.
  20. Hi All, I downloaded and installed redshift but it does not show up in the OUT network of my Houdini 15.5 Indie. Does anyone know how to setup redshift for use with Houdini on Windows 7? The redshift installer failed to do this correctly. Thanks
  21. Vellum fill into shape ?

    That is a nice example file. I guess you can use it for logos, too.
  22. Even more experiments. this file contains three different approaches. ap_tut_lines_over_surface.hiplc
  23. Still playing around with this. A volume sample multiplied by volume gradient push points along the surface, assisted by wind. I'm not sure how to detect the occasional "escaping" particle and terminate, however. ap_pop_conform_to_surface_with_wind_020120.hiplc
  24. And there was that swirly head tutorial, a few years back... ap_swirl_lines_around_airplane_013020.hiplc
  25. Another attempt. Once a particle comes in contact with the collision surface, it uses a volume sample to fetch the direction to push @P. float vs = volumesample(1,0,@P); if (vs<0){ // Yes we have collided. vector vg = volumegradient(1,0,@P); @P+=vg*0.01; i@group_collided = 1; } ap_pops_avoid_sort_of_013020.hiplc
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