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About Pancho

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  1. Mmmh. Just for clarification. While this isn't finished, it's close to the current needs. I create a "shadow" rig which resembles the final bone structure. I'm going to create this rig one by one afterwards, but if I need to change it's proportions, I want to alter the shadow rig and have some clever mumbo-jumbo apply this to the existing bone rig. Each "bone" does calculate it's restlength, position and orientation. it also carries it's name which is identical to the real bones name. This applies for the nulls, too. Does some script already exists which could be altered or is this new territory? Cheers!
  2. Hi there! I'm currently looking at the Houdini Cat Rigging Series, the Rigging Series (SideFx) and the Rigging Seminar (Delano Athias). What I haven't seen so far: A way or THE way to alter the finished rigs in case the geo changes or the quad mesh needs to be fit into a dog with different proportions. With all the dependencies in the rig, parented stuff, etc. this looks like a nightmare, doesn't it? Or is it actually quite simple and I miss something? Would be rather foolish to rebuild the stuff everytime you need it... Wished each series would come with an additional video covering this subject. I imagine a simple wire/curve skeleton would be great as the base for a rig to alter and the bone rig just adapts to it as soon as one is comfortable with the new rig dimensions. Cheers Tom
  3. I found this old thread, but unfortunately it lacks a "proper" solution. : (
  4. I struggle to accomplish this. I want to save a value, in this case the speed (length(@v)) inside a DOP (SOP solver). The array should be written inside an array so that the point stores the values for the last 10 frames. I tried to use haspointattrib to create the array and then fill it with push or append. It seems that haspointattrib is negative on every frame, so the array gets created over and over again. Furthermore the value from the last frame always gets lost. I'm not sure what I am doing wrong or how it has to be done. Can somebody please give me a hint?! How do I store this data over time? Cheers Tom
  5. I'll give it a try in the morning. Thanks so far!
  6. That sounds interesting... If I can get rid of the "litter" the resolution would be much better.
  7. But the vdb would be still of the same size (the diameter of the earth + atmosphere), or? Wouldn't the "storage container", the vdb, take as much memory as before? The vdb's inside value would be 0, but the "drawer" for the value would still exist? Or do I get something wrong? My current problem is that the vdb start to "pixel" if I get closer and closer. So, either I need to Push the resolution of the vdb or, or, or.... No idea what..... : )
  8. I can't believe that I don't stumble over thousands of making ofs. Could have sworn I've seen them each day of my life out there. I need to create the atmosphere of the earth. Setting up a density volume for rendering with Redshift is pretty easy and works, but for close ups the resolution needs to be huge to avoid visible steps. Unfortunately no memory will help you out with this, currently. I could have sworn an SDF works with volumetrics, but don't find any infos on this anymore. The main problem with a density volume is that almost all of its information is hidden inside the earth body itself. Huge waste of resources. Not sure how to deal with this. I need to use Redshift for my rendering. Can somebody please give me a tip? Feel rather stupid to come with this beginners problem.... : / Cheers Tom
  9. I'm a bit spoiled from the wood shader in SI, so I'm missing this one a lot in Houdini. Since I don't want to render with anything else than RS, I wonder what my options currently are. Unfortunately RS doesn't offer a direct solution, so I wondered what workarounds could work. Especially if I need to shader stuff volumetrically, e.g. fracturing, cutting wood. The only rough idea is COPs, but I never used them so far. Prerendering all textures an UVing everything would be a rather tedious task. The procedural shader in this regard was a dream. Cheers Tom
  10. One thing which is very uncomfortable for me in Houdini is to add lights or geometry to a scene with a long take list. Usually I want these items only be visible/active in a few takes. Right now I click on each take and include/not include these items manually. This takes a lot of time and is prone to errors. I wonder whether there is a workflow to it which is not known to me. If I just add a light for instance, it will light all takes set up so far. Very annoying. Actually I'd like to be able to activate all takes and include/exclude the items once, then pick the one take where I need them and click the visibility properties I need there. How do you work with takes if it comes up to adding stuff? Cheers Tom
  11. Which constraints for wood RBD?

    That actually what I did before. Use the soft constraints alone. But this my look strange, if the fracturing and impact moved the pieces far apart. Then there remains something like an invisible attachment. Right now I switch to the "hinge" constraints used in the boat tutorial. I also split the constraints and their strength into different areas/subjects. Inner wood constraints, constraints between the boards and between their ends, etc. Like with all simulation changes in the fracturing pattern change the whole simulation pretty easily and make all experiments before "obsolete". : )
  12. Which constraints for wood RBD?

    Thanks! That's the tutorial which I used so far. Really nice one. wonder when the metal tutorial will appear. Seems to be missing from the five elements series. Unfortunately it doesn't give an answer to the bend before break problem (which isn't really need in this case). I replaced my soft constraints with hard constraints so far. Wonder how to take care of the small splinters which tend to be the first parts which break and fly through the air (and how to stop them from endless spinning around on the ground).
  13. Which constraints for wood RBD?

    What kind of constraints should be used for wood fracturing RBDs? I tried Soft constraints so far to achieve some kind of bend behaviour during impact and use a SOP solver in DOPs to remove constraints above a force, torque or angle threshold. Is this the way to go? Or is it possible to mix softbody behaviour with the RBD one? E.g. a branch should bend before breaking. I currently "achieve" this look with a highly fractured RBD and soft constraints, but on the surface you would be able to see that it's actually breaking and the bend is achieved by rotating/moving pieces individually. BTW, did vellum change the RBD workflow for fractured stuff so far? Cheers Tom
  14. This very second I stumbled across it! : ) Thanks!!!!!!!!!!!
  15. O.k., when using the measure tool I realized that my geometry created with CONVERTLINE consists out of many small primitives, contrary to e.g. the geometry created by the LINE tool (just one primitive). I guess if I need to find a way how to merge the two point polygons into one primitive I'm there, but neither FUSE nor POLYDOCTOR seem to do it.