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Everything posted by aley

  1. Does anyone know if grains in vellum have a similar hard constraint like rigid shape matching in normal pop grains?
  2. Vellum animated constraints

    Thanks Victor I will take a look, I actually found a work around which was to create a animated group in sops and then read that group back into a group created in a sop solver in dops using a `pointlist` expression. Its not working with attributes but it does what I needed. Will take a look at yours to. Thanks.
  3. Vellum animated constraints

    Has anyone had any luck breaking constraints in vellum with animated attributes? I have set up a simple scene the constraint breaks fine using a non animated attribute but if you go outside the dop and plug the BREAK null into the animated colour the constraint fails to break, I've tried breaking it with some simple vex and had a play around with the vellumconstraintproperty node to but not having much luck. on a side note has anyone been having a problems with the new visualizer tools in 17? should be able to click on a attribute in info tab and it will show the attribute in the view-port, seems to be throwing a error. Thanks. string_release.hip
  4. constraint groups

    managed to get this working creating a group inside a sop solver
  5. Hi I am trying to understand the applyrel node a bit more, and more specifically I am trying to add constraints on the fly by adding points into a group on sop level. half way kind of there but as always with Houdini running into a few issues. If anyone could possible take a look at my scene and point me in the right direction it would be most appreciated. wirescon.hip
  6. Dynamic Christmas balls

    This might be of some use
  7. Hi all, Im trying to create constraints between packed primitives that are emitted into dop, the teapot example that comes with Houdini would be a good example of this, but then I want to create constraints between these primitives. I've been through a few post on this forum but still really struggling to get my head around constraints, especially as most examples have constraints already set at sop level. Ive tried using a sop solver inside the dop to bring in the the packed prims and create a constraint network, Im sure thats the way to go but struggling to get it it work. Any help would be welcome thank you. I have attached a capture from cinema 4d that illustrates the effect I am trying to achieve. preview.mov teapot.hip preview.mov
  8. Hi, Is it possible to split a volume? I have a pyro simulation that uses two different fluid sources, I was wondering if its possible to split the out volume based on their source so I can apply two different shaders? I was taking a look at using a volume vop after the sim to split it but not sure how I would go about it.
  9. Split Volume

    Thanks for your help Jeff I will take a look and let you know. Thank you.
  10. Hi all was wondering if anyone could point me in the right direction, im trying to group points based on nearest neighbour which I have working based on the old While loop thanks to a scene file from this forum. Trouble is my lack of understanding of the new loops and after watching the loops master class video im still struggling a bit, it was my understanding that the new while loops have the condition built into them? I have uploaded a scene file if anyone has the time to take a look, the right side is the old way and working whilst the left is new and broken. Thank you. loopTrouble.hiplc
  11. Hi all, trying to set up Houdini server and hqueue on osx 10.8.4 with Production build (15.0.416) when trying to install its errors, looking at the requirements its say that osx 10.10 is needed, updating our server to Yosemite probably isn't a option at this point as its working for our other server needs fine and don't want to change it. does anyone have any work around for this other than maybe installing on separate windows machine. Thanks.
  12. solver VDB

    Hi, does anyone know how you would go about applying whats happening in these thread but instead of to geometry its applied to a deforming vdb? http://forums.odforce.net/topic/20076-use-of-sopsolver-on-deforming-geo/?hl=%2Bsolver+%2Bprevious+%2Bframe#entry120265 http://forums.odforce.net/topic/22667-solver-sop-animated-geometry/?hl=%2Bsolver+%2Bprevious+%2Bframe+%2Band+%2Bfirst+%2Binput#entry134374 Thanks for any help
  13. Hi I was wondering if somoene could lend me some help, still learning houdini and running ito a bit of a wall today, I have some fractured Geometry theat I have fractured by using a tace sop then extruding the fractured geo and using a partition sop to seperate the pieces. Now I would like to pack these objects so I can use them in a packe rbd sim, like how I woudl with a voroni fracture, I know the assemble sop packs pieces using the attribute "piece" name for the voroni fracture but when I try and create this attribute on my fractured geo and then pack using the assmble sop I just get one object that acts as one piece in a pack rbd sim. any help with this would be great or even better a samll example scene if anoyone has that. may thanks in advance. Alex.
  14. OK got it working thanks for the Help sekow turns out my extrusion points wernt fullyt conecte so wasnt creating a full poly Ilsand
  15. would I still need to set a attribute name piece on my fractured geo?
  16. thanks for the reply I have tried that, still not working I think the issue may be I dont have sepearte islands maybe but when I use the esplode view node I does seperate correctly. Ive tried usingh the conectivity and partition sop to to seperate but still no luck.
  17. refraction Noise

    Would someone mind explaining to me a little bit about getting noise out of refractions? Ive tried upping sampling on lights and in mantra both max samples and pixels samples as well as dropping noise level still cant seem to get something acceptable. here is a test scene, any help would be much appreciated. Thanks refractNoise.hiplc
  18. Hi all is it at all posible to get pyro to show up in refractions the closest i have got is applying a volume light to the sim but its not really giving me great results. thanks for any help.
  19. Pyro through refractions

    I think I needed to turn on emission illuminates object on the geo node the cache is in
  20. Pyro through refractions

    its working in my scene with the sim but when I cache the sime to a bgeo and read it back in its not showing in refractions, thanks for the help
  21. Pyro through refractions

    your right it works fine I think there is something wrong with my scene
  22. refraction Noise

    thanks for the help, I seem to be getting a lot better results now
  23. Hi all I have sop which has a animated piece of geometry which I then turn into a rbd inside the dop network I turn ~Use Deforming Geometry so t5hat it picks up the animation but this seems to add way too much velocity to the rbd, Ive tried laying down a trail sop and setting to write velocity then dividing the velocity by a arbitrary number but nothing seems to work , any help would be much appreciated. Thanks Alex
  24. Hi thanks for the reply, I seem to be getting much better results using RBD instead of bullet not as fast but more stable