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AlSk last won the day on September 19 2016

AlSk had the most liked content!

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  1. What I actually need is a The Frighteners like effect where a figure stretches and deforms the ground in a 'clothy' manner. I noticed that the blow out is caused by a too little friction that can't counteract the pulling of the stretch. So the cloth gets stretch infinitely. Increasing the friction on the other hand leads to conflicts with the constraints. The cloth on the borders of the collision object starts to jitter. So in the end I got the best result so far with the following settings: - Constraint Iterations: 1 - Static Threshold: 0 - Dynamic Scale: 5 - Enable Self: 0 - Substeps 1 and the rest default Seems kind of hacky, but more Substeps and Constraint Iterations made it in my case even worse. Attached before and after. now_v0011_o0001.mp4 before_v0010_o0001.mp4
  2. I've encountered a similar problem. The peak of the cloth gets completely blown out. Is there any possibilty to get an even stretching? Maybe a way would be to somehow change the exponen of the pulling force dependent on the rest/current length ratio? Futile solution attempts: - Changing Stretch Stiffness - Increasing Subdivisions In the attached video demonstrates the problem. stretch.mp4
  3. Vellum Weld Break

    I encounteres a difficulty in using a modified version of the upper setup. If I bypass the Vellum Constraint SOP (Weld Points), the setup freezes from the first frame on. I tried to evade the problem by using haspointattrib(), but this didn't help either. Any ideas why this is happening and how to deal with this? vellum_break_error.hipnc
  4. feedback loop in COPS

    Hi everyone, I am trying to use a VOP COP Filter inside of a Loop COP. But even the simplest stuff doesn't work. Sometimes it does only one iteraition, sometimes the output is just black. Am I doing something wrong, or is it unsupported or broken? loop_cop.hipnc
  5. Per default the render flag inside the Sky node is set on a null (although called RENDER). Try setting the render flag on the actual end of the tree (DISPLAY).
  6. Hi everyone, I want to load an image sequence via the Texture OP in a MAT network. The syntax C:/myPath/img_$F.exr doesn't work directly. The only way, I got it working was by containing the nodes in a Material Builder and promoting the path channel. Actually the old SHOP-like way. But this way is quite limiting to the possibilities of the MAT Network. Is there a way to load image sequences directly in a MAT Network?
  7. Cloud Light real scale

    Thank you, Dobril. I don't quite understand how to get a scattering-like effect by just remapping the density. Would you mind sharing an example scene?
  8. Cloud Light real scale

    Hey guys, I am trying to generate clouds in real scale with the Cloud FX Tools and I'm experiencing problems with the Cloud Light SOP. All the tutorials show clouds in a scale of a few meters, but actual clouds are kilometers big (small cumuls clouds). In this scale the Cloud Light SOP produces strange results. The speed field is inverted and the light field is completely blurred. Does anyone know, how to set up or modify the Cloud Light SOP to work correctly in this scale?
  9. Hey people, take a look at my bachelor thesis film „CRYSTALLOtroph”. It was made at the UAS Kaiserslautern. The tools were Houdini and Nuke. Have fun watching!
  10. Hey, guys! I am currently working on my bachelor thesis film. A scene contains a crystal hitting the ground and shattering. Unfortunately, I experienced a strong flickering in my rendered images, different from the typical sampling noise. I am not sure what causes the flickering. I assume the Bullet sim itself is the reason. The pieces intersect a little bit and never stop moving completely. The problem is more evident with a glass-like shader than say in a clay shader. I played a little bit around with the Collision Padding and the Threshold parameters, but it didn't bring the cure. I also tried some symptom treatment via freezing the pieces, when they reach a certain velocity threshold. But this wasn't a true solution because the pieces sometimes stopped in the mid-air. Maybe the problem is shader-related... In earlier stages of my work I had some problems with the normals, but in the meanwhile I fixed them. So I don't think the problem is normals-related. Does anyone have ideas how to fix this? I included a video showing the problem and the scene file. Edit: Problem Solved! flickering_002.mov crystal_001_v196.hiplc
  11. I encountered the same problem. You have to use the echo command without quotation marks. Hbatch also struggled to use the $HIP variable. Loading the files via the mread command fixed this issue. It is also very important to use forward slashes. The working .bat file looks like this: SET hbatchDir="C:\Program Files\Side Effects Software\Houdini 15.0.347\bin\" SET hipFile=c:/myProject/myHoudiniFile_1.hip SET ropPath=out/mantra1 SET startFrame=1 SET endFrame=100 CD /d %hbatchDir% (ECHO mread %hipFile% ECHO render -V -f %startFrame% %endFrame% %ropPath%) | hbatch PAUSE To render .ifd Files this .bat script works. SET hbatchDir="C:\Program Files\Side Effects Software\Houdini 15.0.347\bin\" SET folderPath=c:/myProject/ SET fileName=myIfdFile_ SET startFrame=1 SET endFrame=100 CD /d %hbatchDir% FOR /L %%A IN (%startFrame%,1,%endFrame%) DO ( mantra -f %folderPath%%fileName%%%A.ifd ) PAUSE
  12. Hscript Beautifier

    Thank you, I'll try it.
  13. Hscript Beautifier

    Hi everyone, I am searching for a solution to style a hscript expression. I am looking for something like, http://jsbeautifier.org/ just for hscript. In dont't think there is something out there particularly for Hscript, but maybe someone knows a tool where i can set rules to format my code. In fact it would only need 3 rules: 1. after every ( do a line break + tab 2. ahead every ) do a line break + shiftTab 3. after every , do a line break So for example you get from this: length(dopoption($DOPNET, $OBJID, "PointPosition", "velx"),dopoption($DOPNET, $OBJID, "PointPosition", "vely"), dopoption($DOPNET, $OBJID, "PointPosition", "velz")) - length(dopoption($DOPNET, $OBJID, "PointPosition", "oldvelx"), dopoption($DOPNET, $OBJID, "PointPosition", "oldvely"), dopoption($DOPNET, $OBJID, "PointPosition", "oldvelz")) something like that: length( dopoption( $DOPNET, $OBJID, "PointPosition", "velx" ), dopoption( $DOPNET, $OBJID, "PointPosition", "vely" ), dopoption( $DOPNET, $OBJID, "PointPosition", "velz" ) ) - length( dopoption( $DOPNET, $OBJID, "PointPosition", "oldvelx" ), dopoption( $DOPNET, $OBJID, "PointPosition", "oldvely" ), dopoption( $DOPNET, $OBJID, "PointPosition", "oldvelz" ) )