Jump to content

anthonymcgrath

Members
  • Content count

    403
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    5

anthonymcgrath last won the day on May 26 2017

anthonymcgrath had the most liked content!

Community Reputation

71 Excellent

About anthonymcgrath

  • Rank
    Illusionist

Personal Information

  • Name
    Anthony Mcgrath
  • Location
    Warrington UK... the VFX limbo of nowhere :(

Recent Profile Visitors

2,783 profile views
  1. persuade packed rbd to move away from camera?

    so to update - i created a new geo network ..obj merged my camera in and pack it so i have one point then i add a metaball in there - scale it up and copy to points (metaball onto the camera packed point) add the force SOP after and a null_OUT now in dopnet add in the POP metaball force - point it to the null_OUT and then adjust values - negative values push the pieces away - didn't take much force to gently persuade them away from camera just adding for anyone trying to figure it out down the line
  2. persuade packed rbd to move away from camera?

    to add to this - somebody suggested creating a line from my camera and then a wrangle that measures how close it is but tbh i cant seem to figure out a way like that as i'm not great with wrangles at all :/ I cant even get a line to point down the length of the camera :/ anyone got a super quick example scene with a line pointing down a camera and some particles moving away from it ? sorry for the direct ask my brain has turned to node soup lol
  3. hey all i'm sure this is a fairly simple one but i'm having a hard time with it :/ been at this for 6 hours today so i have a sim of a big wall exploding outward - it looks great but sadly i have a huge chunk of pieces that fly towards cam an i'll be damned if i can find a way around it - is there any force i can apply from the camera that can push them outwards instead of just heading towards the camera and through it? It would be awesome if i can art direct this a bit more! thanks Ant
  4. Sprite Pops - Image Sequence

    found this tutorial on Vimeo by Peter Quint - it literally animtes sprite sheets in houdini's viewport if you cant see the link just look on vimeo for "mosaic sprites houdini 13" and go near the end to edit the vexpression
  5. Sprite Pops - Image Sequence

    +1 for this - i cant seem to render it in Mantra - i've got my own sprite sequence but is there REALLY no way to visualise this in the viewport?
  6. I'm glad it's working for you it's confusing the heck out of me Lol!
  7. Yeah I'm not sure I'm fully understanding why it isn't working as predicted but like I said I just went back to dopsetup. I needed varying types of collision for the geo.. mesh collision for the unbroken part of globe.. a simpler collision for char.. I didn't know how to set that up in the sop setup.. in dops I simply specify what to use.. far less stress. I think the reason my pieces started moving immediately was because they collided from frame 1 on the unbroken globe.. So instantly they became active.. like I say I'm not sure 100% Like I say hopefully I can still use some nodes to create higher res pieces then transform pieces sop.
  8. i ended up going back to dopnet approach and omg its a total joy to work with. I can activate the sim at the frame i want. I'll use transform pieces sop to shift the sim to higher res geo down the line but this should work sweet. that SOPS method has MUCH work to do before ppl start switching to that - its cute and fun to twiddle in sops - reality is in a production workflow its a sodding nightmare from what i can see. thanks guys for all the help anyways i appreciate it and learned some trickery on various bits! ant
  9. exactly that mate - i'm glad its not just me seeing the same thing - i've seen a bunch of tuts.. simple boxes... basic fences hit by hammers... yeah its adorable... all that geo is made in houdini. Fetching something in... fracturing it running a sim.. adding uv's and then piping that back out to render elsewhere is much more involved lol!
  10. hey thanks I tried the @Frame and $F as you suggested - it makes no difference - its like the The other method i was showed was to create the whole globe statue as fractured geo... then group the points and use i@active ==1 in a group node but the main problem with all this is that its ALL the globe being fractured. Its heavy handed for just a few pieces. I just need those pieces to stay static in space until i allow them to become active - currrently its like this new SOPS based method doesn't give me the option - in dops i would just add an rbd keyframe active node and specify at what frame they become active - this HAS to be do-able with the new sops based approach surely ?!
  11. awesome theres some great stuff there for me to look at so heres some grabs of my scene... i've set it up using the bounding box area you showed me... seems to work great for what i need. question - how can i get the pieces to activate at a certain frame? Right now they all start falling immediately - i need them to only become active at a later frame... I triend entering a simple if command into the rbd configure active area but it didn't work The pieces just stay static sadly...
  12. awesome - i haven't took a look at your v02 scene yet but i definitely will - this rbd configure is exactly what i was missing and wondered where it all went to hehehe! It makes alot more sense now overall. I'll try the group expression tweaks too!
  13. this bounding box method seems to work really well thankyou so much for helping out - i've also found i can take my oriignal points i scattered onto my shape to fracture ...and then copy a sphere... then use those spheres to create my bounding geometry which is equally cool thanks again!
  14. cool thanks i'm taking a look now the bbox is crude but might work for what i need point 2 is already fixed in that method you've given me - only the pieces in the bbox are activated - the rest stay static
  15. i have a ground plane that i wil add in later but the object is suspended above the floor... i dont need it to fall on the floor and rest... i just need it floating there.. suspended.... then when hit only the pieces fall and hit my ground plane. not used the rbdconfigure no - can you please help me out here i have no idea how to use that sodding node and all i can find is f**king entagma tuts and varomix with "heres a box i dropped the material fracture node on" - i cant find any vid for using that node especially where it involves using my own custom points
×