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Posts posted by lazza79
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Hi guys,
i have an urgent task and I’m running out of time.
i have an animation of 2 characters walking over leaves, I tried using bullet but they are unstable, probably because they are intersecting... (I didn’t use constraints, I just activate the packed rbd when the feet are nearby)
do you have an idea?
have anyone of you made an FX like this and can give me an advice?
thank you very much
lazza79
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Hi magicians,
Just a curiosity: when you open a file, do you know if it's possible to have the files listed as "24h" instead of AM/PM ?
I couldn't find it in the preferences (in H15) and my system is already set to 24h time format.
Thank you!
Lazza79 -
Yes, that is what I experienced.
I will try now to find the complement of the decay (1-0.85 = 0.15) and multiply that for the @TimeInc.
But I am not sure this will work...
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Thank you! I think I did something wrong because I tried that but I couldn't see the effect.
I'll have a go again!Cheers!
Andrea -
Hi Guys,
I am trying to solve a small problem but I can't figure it out precisely.
I want to use a Solver SOP in order to have a color decay effect.
Let's say I decide that the color decays 15% each frame, so I put @Cd.x *= 0.85: in my wrangleThe problem happens if I increase the number of substeps to 2 or 4, in that case, obviously, the decay rate of 15% will be each interaction and not each frame.
Could you please help me with this?
In the attached image, I use a random to decide how much to decrease the color of the point, based on @dist attribute...Cheers!
Andrea -
I found out that I had some other problems in this scene and remade it using rbd only with cone constraints to simulate the rope.
Cheers!
Lazza79 -
Hi Guys,
I am trying to achieve this effect: a rigid body (like a bullet) hitting a round target hanging from a tree.
Somehow, I managed to have the rope holding the target with a cloth + rbd.
Now I fractured the target but I cannot use the glue constraint because I get a warning (attached).
I had something wrong with the names, so now the constraints are working, but I still don't get the warning. The merge is already set on "mutual"...Can someone please enlight me ;-) ?
Maybe there is also a better way to achieve this effect... How do you guys will achieve this effect?Thank you guys!
Cheers,
Lazza79 -
Hi Guys,
these are excellent examples, but if I try to do the spiral for a curve with direction 0,1,0 the spiral is not happening...
I am sure it has something to do with the trigonometry of the thing but I don't know how to solve it... Any idea?
Cheers!
Andrea -
Hi,
I am not an expert (still learning myself) but I think your setup is a bit wrong.
I fixed it using a copy sop, to copy the spheres on the points and an assemble sop to create the packed geometries.
I just added the ground plane and not the other grids you had. In order to control the bounciness of the balls, try to play with the "bounce" parameter in the Physical tab of the ground plane and the rbd packed object.
Cheers!
Lazza79 -
Great! Thank you!
I'll check it ASAP!
Cheers!
Lazza79 -
Yes, that is similar. Almost what I want.
The difference is that I would like also the 2 stars that are touched bu the polygon, fully become red.
I see in your video that when they are touched just one or 2 legs become red. I would like that if one leg becomes red, all the other legs connected do.
Thank you very much!!!
Cheers!
Lazza79 -
hmmm, no. I have several "umbrellas" sometime near to each other.
I'm afraid that using neighbor function may get a point form another umbrella...
Thank you!
Lazza79 -
Bug was solved on daily 548:
The Connectivity SOP now has a parameter to choose whether to create a local variable or not.
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Hi Guys,
I would like to ask your help for some code.
i have some primitives (constraints) disposed like an umbrella (one on top and many on the bottom, disposed round-is (like an umbrella).
Imagine now a sphere going along the scene, when the sphere touches any of the extreme points, il would like to transfer a parameter from the sphere to ALL the connected points.
I think I figured out how to do it but I don't know the code: I would like to know how to, having one of the 2 points of the segment, to know what is the number of the opposite point.
Thank you! Cheers!
Lazza -
I just submitted the bug to SideFX. Other friends saw this. Thank you very much for your help!
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That's strange.
I uninstalled H16, reinstalled and loaded the non-commercial version and I still have that problem.
I moved all the folders inside $HOME (houdini 14-15-15.5-16) to a subfolder and I still have that.
I just open an empty scene, put down a sphere (polygon mesh) scatter points, voronoi, exploded view.
Save, open again, ERROR.
This is sooo strange.
EDIT:
I just tried to install H16 on a different clean PC. The problem is 100% reproducible.
I am now trying to install a daily build to see if the problem is there as well. -
So you say that if I remove all my hda from Houdini, the error will likely go away?
Sorry, I am still learning...
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The strange thing is that if I open a new scene without using any HDA I still get that error.
How can I "reset" this?
Thank you very much for your help!
Lazza79 -
actually, this result is just after 30/40 frames. Most of the rbds are still inactive...
You mean outside the dop? I mean, where the dops "points" for the RBD packed geos?
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Thank you Atom,
Performance monitor, afaik, actually only returns the times of the single processes... am I wrong?
My MB can be upgraded to 128 but it's too expensive...
Thanks!
Lazza79 -
Hi Guys,
I have a simulation with roughly 50K RBDs and 27K constraints.
All the rbds are packed (using mid button H16 says that they occupy 40mb instanced) but still, when I perform the sim, it takes up all my ram 63.8Gb.Is there a way I can debug this? How do I know what is taking memory?
Thank you!
Lazza -
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Hi,
I noticed that when I export a camera from maya with Alembic, Houdini sets the camera at 1280x720.
I noticed this because I exported 1080p and 4K footage and the camera is always the same.
Is there a reason for this? Where do I change this in maya?Cheers!
Andrea
Strange Jitters on Guided Ocean
in General Houdini Questions
Posted
Hi Guys,
In my scene an object comes out of the ocean.
I am trying to use the "guided ocean layer" for that but I have a strange issue while I'm trying to simulate with lower particle separation.
Basically, my flip tank is pretty small (2 by 2) with a boundary layer of 0.25 in any direction.
The issue I am having is a sort of vertical jitter of the water.
In order to try to understand the root of the problem, I went back to an empty scene, created the "guided ocean" from the shelf and updated it with my tank size and the particle separation I need (0.003)
I already tried to have a bigger tank (around 5 by 4) and a slightly thicker layer of water but without a success.
I am loosing my mind here, did any of you had a similar issue?
This is the result I have after 7 frames of sim.
I posted this on SideFX forum as well...
guidedOceanTest.hip