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anthonymcgrath

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anthonymcgrath last won the day on May 26 2017

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About anthonymcgrath

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    Illusionist

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

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  1. CURVE WIDTH TAPER

    can anyone tell me how to use this same trick with height in the mountain SOP please? I'm bashing my head off a wall here again - i figured i could adjust the wrangle for height instead of width but nope :/ sussed it - needed to plug a uv texture in with rows/columns.. pic for anyone interested! so with this setup my mountain node width is controlled to the middle part of the curve with falloff.
  2. creating chips WITH FLEX - fem sim vs grains vs rbd vs something else?

    yeah proper chuffed with this technique its going to come in very useful for a few things i want to do! yeah that geo source "second context geometry" isn't in v16 ...I added my path into the SOP path beneath it. The new option must be a 16.5 thing. gotta splat a load of ketchup and mustard over this burger and chips yet too hehehe. then a small sprig of leafy green garnish thanks again!
  3. creating chips WITH FLEX - fem sim vs grains vs rbd vs something else?

    just posting a little pic so you can see the result - shaders and lighting need work but its on the right path
  4. creating chips WITH FLEX - fem sim vs grains vs rbd vs something else?

    omg it was actually a really simple fix - i just pointed the constraint network path to my primitive and they showed up with nice little cone guides too which i've never seen before working nicely as you can see below!!! thankyou so much for your help and advice - i'm still not 100% sure how you set this up but i'm starting to understand that ability to create your own constraint network with wires and lines - which i guess is what the glue network does overall but this gives much nicer control!
  5. creating chips WITH FLEX - fem sim vs grains vs rbd vs something else?

    hmm i'm still having issues here - is this a H16 vs H16.5 thing because i open that fix scene and it just does the same thing sadly the other thing is that i checked my dopnet and the constraint network and it is definitely plugged in as per your fix scene. I just had to set scale to zero on the primitive node but beyond that i honestly cant see any difference in that constraint network unless i'm doing something wrong? I'm so close to this and yet so far lol
  6. creating chips WITH FLEX - fem sim vs grains vs rbd vs something else?

    hey thanks for your help - this would be literally PERFECT for what i need wow thankyou except i'm getting a different result here (houdini 16)... its like my chips just seem to break apart and dont hold together like they do in your gif. I actually did a full rebuild of your scene and i've clicked all the stuff i need to but still getting this prob - any chance you can take a look at my scene and see where i went wrong please? :/ (I dont have 16.5 as yet if thats the issue ) chips_sim_v006.hip
  7. hey chaps i'm trying to create a sim of some chips. I want a big heap of them to fall on top of a burger sim i've done! I've tried a few routes and just wondering what is the best way to go about this. I've attached a scene - its a basic setup of some chips model. I've made them packed and they fall. however they are rock solid and just clearly dont have an air of bendyness to them. what is the best way to go about this? I tried FEM ....making one chip... solid embed... multiple copies then run that. It seems to work in a fashion but soon as i turn up the amount of chips it becomes quite sluggish and also if some interpenetrate then you get wildly exploding meshes. I tried a wire solver but found the wires just seemed to do their own thing and not hold a shape or length. I have got the rbd packed working but of course its just simple shapes and they dont bend. I wondered if it might be possible to create a chip that comprises of maybe 5 simple boxes connected together with constraints? attached a scene file below - theres a fem setup in there and rbd packed.. chips_sim_v003_rbd_for_odforce.hip
  8. trying to roate pieces of my burger randomly

    hey thanks for the reply - this works and is quite fast... but the pivots for all the pieces seem to be at the bottom. i added a slider in to control the amount of rotation... you can see in this pic below that the pieces rotate from the origin. Anyway to centre the pivots on these pieces?
  9. trying to roate pieces of my burger randomly

    okay managed to get it sorted - seems to be something H16 is happy to do but 15.5 (which i was using) doesn't want to play ball. I also was given this cool tut by @Farmfield - cheers good sir!
  10. trying to roate pieces of my burger randomly

    was having some probs - my entire burger bun was rotating as one piece... keeps giving me an issue with the use of "-1" in that expression in the rotation channel. anyway just tried the exact same thing in H16 and it works fine... weird.
  11. trying to roate pieces of my burger randomly

    hey @Noobini thanks - this makes sense - but how did you add that seed and spare input parameter to the transform node? I was able to do edit intterface but cant find a spare parameter option or seed? edit - never mind - just did edit interface on your transform node in your scene and was able to find out what they were heh!
  12. trying to roate pieces of my burger randomly

    ah yes thankyou! yeah they are/were packed. I run a convert (to polys), transform to scale it down, drop in a normal sop and then i ran my connectivity/partition combo to get groups of primitives (are they called "details" ?) so: 400 primitives in _0 800 primitives in _1 962 primitives in _2 etc It would be great if i could just simply random rotate those primitive groups there.
  13. trying to roate pieces of my burger randomly

    hmmm not sure now - how do i know if my alembic is packed or not?
  14. hi all i'm trying to add a way to rotate each of my pieces of my burger randomly - but i cannot suss it for love nor money can anyone help please? @mestela - i found a simple wrangle from you to shift all the pieces upwards (burger exported from maya!) ... now i just want to add a little rotation but i cant figure this out tried primitive wrangles and pasting expressions into transform nodes - no idea
  15. so my thoughts are if i can sort each leaf so one point is the start and the other is the end i can get a line or a vector. then i can copy my leaf instance to this line Then i can use points 1 and 8 (in this pic above) to orient my leaf copy correctly (near as dammit) But no idea how to do that also each leaf has different point numbers - i need to figure out how to get each leaf to have the same point numbers?
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