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Everything posted by feresteanud

  1. change color by spline ramp

    Here with particles. Hope that's what you are looking for. particles_change_color_by_ramp.hip
  2. change color by spline ramp

    A quick example. Hope it helps going forward. change_color_by_spline_ramp.hip
  3. Flip fluids jittering

    Hello, I was just wondering where the small jittering is comming from in flip fluids. It is obvious aftering meshing it. I found kind of a solution, in point vop, if veloctiy is smaller than a value then flatten on y axis, but it is not ok in all in some cases. Did some of you encounter something similar? Can this be avoided? Thank you.
  4. Alembic fracture

    It is an animated geometry. So this is the reason. Ok, thanks. I'll have a look to see if I find some threads. Thanks.
  5. Alembic fracture

    Hello, Maybe some of you had already this issue that I have at the moment and really appreciate the help. Trying to figure it out for almost two days and still no result. The problem is like this: - import the alembic from maya - convert it to polygons - then make a selection and delete what is not selected - when I play each frame I have another set of polygons like in the image attached (I cannot upload the file). Hope some of you have some ideas. Thank you very much
  6. Alembic fracture

    What is actually changing is the point numbers but only when I apply voronoi fracture node. The alembic file is just like a grid and the point number doesn't change at all. It stays as in the first frame. Point numbers start to change when I apply voronoi node. The solution for this (just tried right now) is to export it as fbx file and everything works fine. But just wondering why alembic behaving like this, maybe there are some situations when you cannot export the file as fbx.
  7. FLIP auto resize tool

    Thank you very much
  8. Voronoi Fracture node creates two groups: inside and outside. It is by default and can be used, in your case, to select the interior faces.
  9. daily.hip

    Very nice. Thank you.
  10. Name attribute

    Hello, I added two levels of voronoi fractures to my object and it seems that when I fracture (second time) my object it doesn't take into consideration the first pieces. What I see is that the name of first fractures is deleted once the second fractures happens. Is there a way of keeping or taking into account the pieces from first fractures no matter how many times do I apply voronoi fracture node? See the attached file as an example. Thank you very much. name attribute.hipnc
  11. Name attribute

    Thank you very much for the example files. I'll dig them and learn.
  12. Name attribute

    In the example file makes no sense indeed, as you say. I'm fracturing the geometry in another software (3ds max) and I want to keep these fractures too. So when importing in Houdini and fracturing I want to take them into account (custom fracturing from 3ds max).
  13. converting TP into Houdini

    Hi, here is an example file I did quickly for you. The location of the fractures happens on a location of a point. Use transform to move it wherever you need. fracture_specific_area.hipnc
  14. Houdini and octane - lessons

    Thank you Rohan for tutorials you do.
  15. Fill glass

    Hi, Before starting and explaining what is all about, which is kind of obvious, I've search on this forum and official houdini forum to solve this problem but none of the subjects came across with a straight answer. What I want is simply filling the glass. The collision geometry is really thick, as is suppose to be, added a divergence attribute, which is ridiculous high, just to get the glass filled (as suggested on other posts) but still it's like the glass has a hole somewhere and stays at the same level. See the image at frame 46. In tried also in realflow and it fills the glass normally. I've attached the file in case someone want's to dig in and have a look. Thank you in advance. fill_glass.hipnc
  16. Fill glass

    It seems that is working. It could have been, as you said, from volume sample and also have to remove from flip object the object. I might have messed up the settings in flip solver, so it's a good idea to start with a fresh solver. Sorry, I have forgotten to upload the proxy glass. My mistake and thank you very much for your quick answer.
  17. Bullet Fracture Control

    Thank you for the file. Learned some stuff.
  18. Learning VEX via Animated Gifs - Bees & Bombs

    Thanks for this wonderful thread.
  19. Building collapsing

    Hi, I have made a building with three stores (kind of a building) and I have made it to be packed geometry with glue constraint. The problem is that when is collapsing all the stores act like one store instead of each separately. I have no idea why this is happening. I have attached a preview in flipbook and also the scene file in case some of you have the time to have a look. Thank you very much. Daniel. building rbd 17.hipnc
  20. Building collapsing

    I think I've figured out the problem. It has to do with the setup in the dop context. I need to redone it.
  21. Add edge between verts

    Hi, I have started modeling in Houdini and I have a problem (which I can very easily solve in Maya with connect edges, but DO NOT WANT, I want to start learning Houdini) with adding an edge between verts. As you you see in my attached image I only want to add an edge where is the red line is. Which tool should I use? Thank you
  22. Add edge between verts

    It's polysplit node...found it.
  23. Hi I am trying to create some objects (spheres) falling and on contact with the ground I want to bounce based on their size. Each individual object should have its own bounce value based on its size. The smaller objects to bounce less and bigger ones to bounce more, or the other way around. I do not want Houdini to take control over it. Is there a way we can achieve this? I have attached a scene file (with only two spheres, one big and one small) if somone of you has time to have a look and help me. Thank you very much. custom bounce.hipnc
  24. Bounce property base on objects size

    Ok, I think that at this point is clear. Have to use point expression more and then it is going to be much more clear. Thank you again. Cheers
  25. Bounce property base on objects size

    Thank you very much for the fast reply and for the solution. It works the way I wanted. One more dumb question, $OBJ referes to object?