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Everything posted by fencer

  1. SOP RBD Solver - glue and soft constraint problem

    How about simply move all in dop? sop_rbd_solver_soft_and_glue_problem_v2.hipnc
  2. Try with copnet. AlphaToAttr_v01.hip
  3. Check this topic, try to search more.
  4. FFF: Subject 071, Teaser

    !!! This is it! I'm so excited to reveal my Houdini Tutorial, with monstrous 38 hours recorded materials. This tutorial aims to houdini artists who would like to learn new techniques in procedural creation of geometry, volumetric, animation, complex pyro simulation and meet closer with a new Karma XPU render engine. For odforce members a special 20% discount! Please use discount code: FFFS071 GET IT HERE: https://fxforfun.gumroad.com/l/subject071
  5. FFF: Subject 071, Teaser

    Thrilled to show a teaser of my future Houdini tutorial. Key topics: - Proceduralism: geometry and animation - Pyro: explosion with love - Karma XPU: pain and joy *99.9% done with Karma XPU Release on gumroad soon.
  6. RBD - lerp animation and fracture

    How about split tasks, transformations for vellum and then replace vellum "shape 3" with rbd for fracturing, just placing in the same place.
  7. Bake source animation into hip file and post here, without this it's hard to tell what is going on or at least do flipbook video to show.
  8. Pyro trails explosion

    Just wait several days, in H18.5 you will find good presets to start with.
  9. Sure, just multiply input volume values. Make gradien 0 to 1.
  10. Vellum input geometry update per frame

    I guess the idea is to rebuild a geo on fly, not just stretch or animate position. Here is good example https://zybrand.xyz/vellumcontinuous-emit-with-dynamic-constraints#more-324
  11. Vellum input geometry update per frame

    Maybe keep faking like this. vellum_on_fly_v02.hip
  12. Vellum input geometry update per frame

    Rough idea to rebuild geo and constraints on fly. vellum_on_fly.hip
  13. FX Reel 2020

    My latest reel, 2020. Collection of shows 2016-2019.
  14. For example, convert sphere to volume and do volume mix operation.
  15. cross product for beginning @up = {0,1,0}; @N = cross(@up, @N);
  16. Several ideas. sphere_volume_shell_color_v01.hipnc
  17. Simulating Cannon with recoil from Pyro

    Looks like you are trying to overcomplicate your task. Use standard techniques in particles sourcing according to reference and play with pyro look. Add more substeps because of fast motion. That's all.
  18. Align using meta value

    Align To - Which primitive to align to. If blank aligns to first primitive in the auxiliary input.
  19. Align using meta value

    Hm, if you need to get current loop number you should ask for "iteration" in second block. detail("../block_begin1_n", "iteration", 0)
  20. Align using meta value

    Check how it works. https://www.sidefx.com/docs/houdini/model/looping.html
  21. Create a ramp hill from edges to center

    Try to go from edge to center and control position shift amount based on that. TEST_v02.hipnc
  22. procedural tile bathroom

    Try stamp with random rotation. bathroom_wall_v01.hipnc
  23. Attach Camera to Boat

    Try rivet
  24. How about calculate real size of every letter and shift based on it? Looks like you are trying to do the same but I am not sure about your idea. ltower_v01.hipnc
  25. smoke has a hairy look

    Again, check shelf tool "billowy smoke". You are using very low gas dissipate, smoke almost stay forever, at the same time there are no forces to move this smoke except gasdisturb and turbulence which tearing it apart. Main motion of smoke is Buoyancy (which based on temperature) or wind, in your case temperature disappears very fast, Buoyancy stop working, smoke not rising anymore but gasdisturb keep working. Find a good reference and examine real behaviour.