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martinkindl83

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About martinkindl83

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    Martin

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  1. you might also consider rendering all in 3ds max. If you have materials on your objects, and you are rendering water, you probably want those materials with textures be visible in refraction in water. In that case, would make sense to render in app, where you have those textures applied. if that's possible of course.
  2. UDIM generation question

    the idea is to divide iteration by 10 to know how much to move in X, and modulo to know how much in Y AUTO_UDIM_mk.hipnc
  3. Color Scheme Edit

    i dont think you can change those colors, i did spend quite a bit for trying to find appropriate field to change. If im mistaken, would want to know it as well.
  4. WIP - ok++'s softbodies RnD + .hip files

    thank you guys
  5. WIP - ok++'s softbodies RnD + .hip files

    Thank you. we never get enough of your tests
  6. WIP - ok++'s softbodies RnD + .hip files

    any chance to get the latest week grain solver files? just asking
  7. Boolean subtract geometry from curves?

    satoru's solutions works without any problems on my setup (some CAD curves and some voodoo in Houdini), Peter's VEX works for 90% of curves, but there are some occasions when its failing. anyway, i think that the main focus of this topic was fulfill in several ways.
  8. Boolean subtract geometry from curves?

    Good update. i had fix that was working for mine specific case, but your solution is way better. Funny how you can use Houdini for preparing CNC data
  9. Boolean subtract geometry from curves?

    this is very good thread. i did test all approaches and im getting best results from satoru's setup (testing on 58k curves - cad drawings, where im making bridges for router). But that being said, i found scenario where even his method fails. And thats when curve goes through two cutting objects where curve points are outside. See sample image (as input i have curve with two poins)
  10. Triplanar Projection and Displacement

    take your texture output and feed it into the displace along normal node and then feed that node as regular displacement. If any issues, look how displacement node is used in those prebuild shaders, or how to build displacement your self on forum.
  11. sticky slime

    Thank you, makes sense. Will look into that
  12. sticky slime

    Hello guys. i was trying to make sticky glue, that 100% sticks to two objects (never peals of). I have two boards, each with piece of slime, as they touch, slime should join and as they move apart, the slime should stretch and break apart (but never peal off from board). I did spend some time, investigating, but im having hard time to force the slime to stick without pealing. anyone can point me in better direction?
  13. Selected node border color

    in a mean time you might want to play with GraphBorderWidth: inside NodeGraphCommon.inc
  14. Meshing Small Splashes

    also dont be scared to scale it up, i ended scaling stuff in houdini several time as it doesnt work very good on small scale (like droplet scale), i ended up scaling it 10-100x sim, mesh and then scale it down
  15. Selected node border color

    ahh now i get it, you want to have the fill color different depending on if its selected or not sorry, i might be little slow today. as far i know not possible, i submitted several request to sidefx, probably 6months ago. nothing changed
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