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Everything posted by Atom

  1. I would approach it using two systems. You dent the mesh using Vellum, high stiffness with plasticity enabled. Once you have that working, use a blendshape node to animate the mix from the non-dented state and the final dented state. Use that solution to generate a fractured object. You could select some of the fracture pieces around the impact point and try the bend technique on each piece, that is demonstrated here. I'm sure there are other ways to generate a solution as well.
  2. Thin Sheet Fluid

    I was playing around with trying to implement Billy's suggestion. Do you mean that all those wrangles inside the solver should only be run on the inverse of the group of selected points? ap_dr_thin_sheet_solver.hipnc
  3. Tutorial HIP Library

    Particle based RBDs ap_egj_particles_to_rbd_101421.hiplc
  4. Tutorial HIP Library

    If you've worked through a tutorial and want to share your HIP file with the community, post it here. I completed one where Mikael Pettersen demonstrates how to create a Blendshape crowd agent. ap_mp_blendshape_crowd_character_052120.hiplc
  5. Tutorial HIP Library

    I just worked my way through Dave's whirlwind tutorial on how to get better creasing out of vellum. ap_ds_vellum_advanced_crumple_wrinkle_101421.hiplc
  6. Water Splash

    Maybe you can use something like these guides for a flip pump.
  7. White water issue with Z Depth

    Do points even produce z-depth? You may have to copy something to them..? Review the near and far clip values of the camera..?
  8. Tear and roll part of a paper?

    Thank you, that helps a lot. I discovered that if I leave the bend value as 1220 and animate the x-axis of the Capture Origin, that I get a nice rollup. ap_rs_roll_up_grid_portion_100921.hiplc
  9. I'm trying to figure out how to animate a paper reveal with torn edges while the torn part rolls up? I tried using a path deform along a line with a spiral at the end, but that didn't really give the appropriate effect. I need to lift part of the grid out, not roll the entire grid. Does anyone have any tips to match the reference? ap_roll_up_grid_100821.hiplc
  10. Tear and roll part of a paper?

    A little better concept here of isolating a single fracture element and applying a bend. This gets me closer, but the bend generates intersecting geometry. Is there way to tell the bend to shrink a little as it rolls up? ap_roll_up_grid_portion_100821.hiplc
  11. Atom's Link Page

    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. This list was started years ago, so some of the solutions may be dated. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format [PYTHON] OP UNHIDE ALL (opunhide) Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter [PYTHON] On Copy OF HDA or Node Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission Fast Car Tires Smoke FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Logo Based Domino Layout Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Cracking Glass Dome, Fracture VEX Noise Types FLIP Waterwheel Fracture Brick Wall Using UVs Vellum Stacked Torn Membranes Terrain Topographical Line Curves Prepare RBD Fracture For Unreal Alembic Export Growing Ivy Solver Fix For Intermittent FLIP Surfacing Issue Extensive RBD Fracturing Thread With HIP Files Peter Quint's Pop Streams Particle Example Fracture Geometry To Release Flip Fluid Inside Procedurally Reverse Normals Vellum Culling Voronoi Shape To Shape Transition Animated Scattering Accessing Parametric UVs On A Surface Organic Hallways/Corridors Through A Mesh Smoke Particle Dissolve Along One Axis Expanding Vellum Rings That Collide With One Another Read, Fetch, or Get SOP Attribute Inside Of DOPS Broad Splash When Object Enters Water Blendshape Crowd Example [PYTHON] Replace Packed Intrinsic Geometry From Another Source Rip/Tear Part Of Paper To Reveal And Roll Up Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python Houdini Blueprints FX Thinking Rich Lord HIP Files iHoudini Qiita Ryoji Toadstorm Blog Eetu's HIP Of The Day Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma Johhny Farmfield Vimeo SideFX Go Procedural
  12. biological modelling methods

    This is a fun one to play around with. Redshift doesn't support code snippets, like Mantra, but I was able to leverage texture maps for displacement.
  13. Intrinsic Geometry ID

    You can use the unpack node. That will restore the geometry. Make your change, then pack it back up.
  14. What I notice from your screenshot is that you have not activated high-quality lighting with shadows. Try turning that on.
  15. The index is out of range because arrays are zero based. For the 8th column used the 7th index. ary[7].
  16. Can't you just write an IF statement inside a wrangle that generates a companion index for each expected variation? if (s@column_variation=="Carrot"){i@variation_index = 0;} if (s@column_variation=="Pipe"){i@variation_index = 1;} Here is a simple shelf tool that will read the data posted above, examine the forth column, analyze it for expected matches and generate a companion index. It will write the extended CSV file back to disk. csv_source_file = r"S:\Houdini_Scenes\temp_data_csv.csv" csv_target_file = r"S:\Houdini_Scenes\temp_data_csv_EXTENDED.csv" # Read the original source file. with open(csv_source_file, 'r') as f: lines = f.read().splitlines(True) # Remove slash n character at the end of each line. f.close() new_lines = [] for line in lines: ary = line.split(",") index = -1 #Unknown index default. # Extend this if list as needed. if ary[4].strip()=="Carrot": index = 0 if ary[4].strip()=="Pipe": index = 1 new_lines.append("%s,%s" % (line.strip(),index)) #Write the new extended CSV file. f = open(csv_target_file, 'w') for line in new_lines: f.write("%s\n" % line) f.close() You could supply the newly generated CSV to the TableImport node to fetch the fifth column associated switch index value for each line.
  17. It may be as simple as dropping down an Ends node to close any open loops.
  18. It depends upon what you're wedging over. If you are wedging over points, in a 1:1 ratio, you might be able to replace @ptnum with the back ticked variable `@pdg_index`. Or place your switched network inside a FOR/EACH running over points, then you can replace @ptnum with the constant 0.
  19. It might seem kind of silly, but what if you shook the world instead? ap_Shake_WORLD_Animatic.hiplc
  20. Try the labs Thicken tool with a very small value.
  21. Fetch Value At Specific Time in VEX

    If you connect the TimeShift to the second input of the attributeWrangle node, you can fetch from it using the point function. vector time_shifted_attrib = point(1,"my_attrib",@ptnum); Note: Using python, you can evaluate a parameter channel at a certain point in time, but that's not the same as an attribute. https://www.sidefx.com/docs/houdini/hom/hou/Parm.html
  22. Shop_Materialpath as primitive group

    As crude as it sounds, I'd just drop down an attribute wrangle and run it over the primitives. if(s@shop_materialpath== "[DA01/2] 3_Twigs"){s@shop_materialpath = "/mat/twigs";} if(s@shop_materialpath== "[DA01/2] 2_Branches"){s@shop_materialpath = "/mat/branches";} You could create groups instead, but if you just need the materials reassigned you don't have to actually create groups for that.
  23. lava flow question

    I guess my point is that lava doesn't have to be a heavy sim. The example file on Houdini Blue print simulates fairly quickly. https://hdbp.io/fK0FtieT The detail in a lava shot is going to lean more on the materials rather than the surface generation.
  24. lava flow question

    What if you constructed a single longer lava flow to generate surfaced .bgeo files? Then grab a surfaced frame from that lava flow as the mesh populator for the shorter shots.
  25. rbd object ignores velicity past first frame

    As far as I know, there is only one valid case where you actually need to use the Hero RBD object. That case is if you want to have the object float upon the flip surface. If you can work with packed objects, you might want to go with that. I agree with your observation, though. I can't find any way to alter the velocity beyond the initial velocity.
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