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About Pancho

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  1. 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
  2. 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
  3. 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". : )
  4. 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).
  5. 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
  6. This very second I stumbled across it! : ) Thanks!!!!!!!!!!!
  7. 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.
  8. I try to sort the point order on a polyline, but "sort by vertex order" doesn't give me the desired result. So far I always had the feeling that it worked like I expected it, that it takes one point at the end of the polyline and then sort all other points from there, giving you a rising amount of integers over the course of the line. Well, it doesn't. Converting it to a curve didn't work at all, rather giving you more artefacts and point lying on top of each other. No change to the point order. Anybody a clue??? Cheers Tom
  9. Mesh grains

    Can anybody point me to a tutorial or link which explains how to use grains for fracturing an object? While I can mesh the grains in various ways, I wonder how to break the original geometry with grains. In my case the grain object will fall apart in a few big chunks. So I'd like to have my original geometry deformed/fractured by the grains. I guess there needs to be a way to determine whether the grain is just a bit displaced/stretched or if the constraint is broken. Is there an official document describing such a workflow? Cheers Tom
  10. VELLUM attractionstiffness per point

    Just received an answer from SFX. Not possible on a per point basis, only the weight parameter.
  11. VELLUM attractionstiffness per point

    P.S.: Just tried to solve the vellum grain in SOPS instead of DOPs, but the SOP solver doesn't even have a attractionstiffness setting at all. Why? What's going on???
  12. Hi there. Did anybody succeed in setting up attractionstiffness on a per point basis? I want to give my grain object different properties. Thought a per point attribute would work as a multiplier for the value in the solver. Unfortunately it doesn't. What am I missing? Also: Did anybody change the GRAIN COLLISION settings yet for a working sim? I multiplied SEARCH SCALE and MAX NEIGHBOURS both by 2. In this case my grain sim defies the laws of physics and doesn't take gravity into account anymore. Contrary, it starts to go skywards. Wow! Could this be a new energy source for real life?
  13. Monitor setup for Houdini/compositing

    Already giving it a try. UHD on 31" in front of your face = stunning!
  14. Monitor setup for Houdini/compositing

    P.S.: For now I'll give a UHD 31" Eizo a try.
  15. How to set vellum grain constraints?

    Hi, hi! Almost at the same time... : ) Will check your scene anyways! Thanks!