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macj89

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About macj89

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    Peon

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  • Name
    Miguel Angel
  • Location
    Barcelona

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  1. Connect adjacent pieces maintain connections

    Come on man, it was a ".hip for dummies" file hahahah Excel·lent explanation!
  2. Connect adjacent pieces maintain connections

    Insane! You are a genius Alvaro! Flawless working! Thank you very much! You made this kid happy! haha
  3. Hi guys! I am having a problem on connecting adjacent pieces SOP. The thing is that i want to connect some animated points, that are growing from an emitter. The perfect scenario would be to get the connections from the last frame and interpolate back through all the simulation, so the connections will be stable along the whole sim. Do you have any technic to do it? PS: The point number is not the same along the sim, since its an emitter emitting particles, and i want to connect these particles. PS2: I found a guy in the forum saying that I should copy the P from 1 frame to the others, but no clue how to do that! Thank you very much guys! Attaching a hip! connect-issue.v1.hiplc problem.mp4
  4. Attribute over connected pieces sop

    Thanks Atom. I can't make it work in my setup, i just get random uvs around and cannot control the opacity on the strands. I feel so useless hahahaha
  5. Hi guys! I am trying to kind of recreate a very simple setup close to Plexus from after effects. I give you the reference: The thing is, I would love to have more control over the connected lines (opacity at the tips, etc) So i would love to "ramp" an atribute over every line, that would have a procedural control of whatever I want to do in these lines. I have been fighting with this issue with no good results. Anyone has something to enlight me? hahaha Thanks guys. ramp_atrib_over_lines.hiplc
  6. popnet, getting number of points for sourcing

    Here you are! Make your geo. Scatter some points. make a popnet set it to all points. set the frame you want to emit, only for 1 frame ($$FF==1) for example. You have instructions inside the hip anyways. Have fun! popnet_sourcingPoints.hiplc
  7. creation of dust at the impact of the steps

    Hello Lampay! Attaching a hip, you should play with the Transfer attribute under Emitter and also with the dynamics into the Pyro sim, because for testing purposes, I just used the shelf tab for billowy smoke haha. Have fun messing around the hip! dust_Step_odforce.hiplc
  8. Creating Uvs for viscous flip sim

    This should do the thing! 1:16:30 - Dual solver explanation (about 10min, from 16 to 26ish)
  9. How could I make this dynamic ?

    Really good solution yonglegend. If u want to push it a bit further, how could u control the mass of the sphere? I mean, now is moving like a really light one, what if its a concrete or iron ball? Cheers and thanks!
  10. Redshift - Mesh Light Inherit Cd

    Aha, i was wondering why my mesh light wasnt inheriting the color using your previous example, so we have to hack and fake like usual hahahah Thank you guys, i'll give a try.
  11. Hello! I scattered some points, gave them random Cd, copied Spheres on points and made a Redshift Mesh light. Now I wan't the mesh light to inherit the Cd from points into the light color. So i will have a lot of diferent color lights. Is it posible to do this? I have been messing around without any good result, i have even tried the color from texture but nothing. I am working in Houdini 16.5.378 + Redshift 2.5.65 Thanks guys!
  12. Redshift Render error

    Could u attach the hip file? ty
  13. Syntheyes to Houdini scene scale issues

    Never tried the workflow before, but we are going to start using houd/synth in the studio, so im interested in this. Sorry if i cant help yet, never opened syntheyes before. So..up!
  14. Ice growth effects

    Just took ben watts clean file and did some fast geo for testing. Play with Solver_Controls max distance and max points for speed control, or just go inside and tweak the vex. Hope it helps. bwd_H16_editedIceSpikes.hiplc
  15. Ice growth effects

    He has a very clean new setup for houdini 16, easier and faster, you should give a try. File aside, i would just model/sculpt the ice spikes and apply the same system starting the grow from the bottom of the spikes, and make the growing system to go faster, so u will have two systems, one for the wall itself and one for the spikes, just time them properly and here u go.
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