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callebalik

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About callebalik

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    Calle

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  1. Thanks guys! I realized I was a bit unclear of what I meant. My bad, was on my phone and wrote it on the fly. What I am trying to do is to delete the edges running through the pieces, edges that are carried over from the source geo. I am trying to get every single piece as one single polys. Source geo has no depth and I am not generating inside volume. Doesn't seem to create any usable groups that I can isolate the resample to. Ultimately I am trying to create a condensation HDA for still renders. I have tried using divide and compute dual to create similar patterns but can't find a way to art direct the density of the effect like I can do with a voronoi. With voronoi its easy to run a noise (or even paint) over the geo to define the density of the input points used for the voronoi breaking. If I could only remove those edges... Or find another way of creating the pieces. Cheers, rs,
  2. Hi, any way to remove the original edges that comes from the input geometry when having done a voronoi fracture. trying to do a resample over the voronoi and only want to resample the edges of the pieces but it runs over all edges. thanks in advance tou geniuses!
  3. Scaling fem/cloth

    Hi, Any tips on where to start poking around to achieve this type of effect. https://goo.gl/images/pccCFA Would like to be able to control which objects scale at what time ro offset then. I have a setup in C4D that works but the softbody solver in c4d is a bit tedious and unpredictable to work with when u need to iterate versions. thank you!
  4. Dissolve from texture

    Hi folks, Trying to approach an effect where I have a meteorite that I want to dissolve based on a marble texture. I'd like to have the dissolve start from the "swirly veins" of the marble and grow out and into it until the meteorite completely disappears. Loose ways I have thought of is -- Cd Attribute from map --> points --> propagation through solver --> delete based on Cd --> vdb --> mesh -- Attribute from map --> isolate veins geometry --> expand veins geometry --> cookie/boolean over initial Would it be possible to achieve with a volume vop or other volume operations? Maybe VDB combine? Need good detail and solid interior of the meteorite. Any directions and/or tips highly appreciated! Cheers
  5. RBD fractured object orbit force

    Thanks Atom. Nice approach. Realised now that i accidentally double posted this question. The other more active thread is here Maybe mods can merge the two threads. Thanks.
  6. RBD fractured object orbit force

    Wow! Thanks @mestela and @Farmfield. Already a patreon of Farmfield but will become cgwiki patreon as well. Both of your resources have done so much for my first steps in houdini. Cheers
  7. RBD fractured object orbit force

    Thank you Matt! Works great! After further searching I also found an example by Farmfield of a great looking spherical force built with sopsolver and vex. (https://www.patreon.com/posts/circular-force-12970992) Is there a way to use these kind of forces with RDBs? Have never really played much with rigid bodies in Houdini. Have used C4D for my all my fracturing work. Houdini mostly particle stuff. Cheers
  8. RBD fractured object orbit force

    Hi, I assume this topic has been covered before but have searched for 1h now. I have a fracture where i animate the active group to release the pieces. I am trying to create an orbit/radial force to catch the pieces and make them swirl around in a circle. What would be the best way to create this velocity field and transfer over to the RDB object? I have almost pulled it of but my pieces end up flying all around the place and not staying inside of the vel field. Thanks in advance! Cheers
  9. RBD fractured object orbit force

    Hi, I assume this topic has been covered before but have searched for 1h now. I have a fracture where i animate the active group to release the pieces. I am trying to create an orbit/radial force to catch the pieces and make them swirl around in a circle. What would be the best way to create this velocity field and transfer over to the RDB object? I have almost pulled it of but my pieces end up flying all around the place and not staying inside of the vel field. Thanks in advance! Cheers
  10. Tornado

    Thanks! Haven't played around with smoke/pyro that much so this really saved me. If I want to add some multicolor to this smoke, from either a ramp or from an image, how would i do that? Not familiar with all the volume nodes and it does not seem to have a Cd attrib by default. Cheers,
  11. No attributes in alembic

    Thanks, now I can access the attributes! Sweet, great link! Thanks guys. My primary 3d package is C4D and i usually do my rendering there. However lately i have had problems importing alembic files into c4d. I cant transfer over the attributes from houdini to c4d and I get frequent crashes. This might have shed some light over that issue as well. The 3 primitive attributes that I can see on the alembic before running it through unpack node is the same jibberish attributes i get from the alembic when imported in c4d. Guess there is an issue with the alembic importer in c4d where it does not unpack the alembic and therefore cant read the attributes. Just a thought. As this is not a c4d forum I certainly do not expect any solution to that. But feel free to comment on it if you have any information/thoughts. Cheers
  12. No attributes in alembic

    Sorry, meant middle-click. I use a wacom and thought i was using right-click. Will check the spreadsheet! Thanks!
  13. No attributes in alembic

    When I have rendered an Alembic and import the .abc in through an Alembic node I am unable to read out any attributes from it. It is a particle simulation with color attribute. The colors show in the viewport but right-clicking on the alembic node shows no point attributes. Need to access the Cd to remap the colors. Any ideas? TIA
  14. HBatch and cpu usage

    Thanks, sounds likely. Will try that.
  15. HBatch and cpu usage

    Hi, Trying to render a particle simulation to Alembic via hbatch. Using Hbatch since I am rendering on one of our rendernodes which does not have a graphics card and therefore unable to launch GUI. The rendernode have dual Xeon 8core processors. When rendering CPU usage keeps jumping up and down. Maxing out at around 60% tops. Am I doing something wrong? My command is "render [name_of_node] -V 4 Thanks in advance! Calle
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