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About fatboYYY

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  1. Frankfurt Houdini User Group FRAHUG

    Our upcoming meetup next week:
  2. Hey everyone, every first wednesday of the month we are holding our FRAHUG. We usually head off for a bar and want to eventually have HUGs regularly feature presentations. This is our meetup group:
  3. Houdini 18 Wishlist

    Hire @Alexey Vanzhula for modeling tools More serious (the other one is still kind of a wish): - Since Houdini will be using USD as core, integrate HydraGL (or something similar) as the new Viewport. Integrate a good translation of Mantra Shaders to GL. - Put emphasis on modeling and the flow of using it when modifying geometry (as you guys mentioned so often in the H17 presentation) - Rework of the file browser - Rework the script editor in Wrangles, Expression Editor, HDA Module, etc. - Keep going on the UI overhaul. I see you new sliders! (The response you got in H16 should be a good motivator) - Explore options to enhance handles in the viewport - Embrace a workflow on how to use USD, but don't restrict (the industry is all over the place on this unfortunately) - Bit of a spring cleaning, getting rid of very annoying bugs. Also get old, easy features in. Get the low hanging fruit! All of this has to happen eventually. You guys have done so well that the Houdini Hype train is already rolling without breaks. So you don't really need any more hype generators (like Vellum) right now, so it would be cool to get features like this next! <3 you sidefx devs/tds/interns/comms/producers and all others! Edit: - If you DO want hype, how about MLOPs (Machine Learning OPerators)? Make use of an open source ML framework (Pytorch seems to take off currently) and wrap it up in a nice context.
  4. Physically based rain

    Ah fuck. I can't believe I've done this. Thanks so much @Jesper Rahlff, @Noobiniand @coltonmil. And of course @Noobini's maths teacher.
  5. Physically based rain

    Thanks for the link Jesper! Shows some really cool stuff. Unfortunately, it shows the same equations that I used, so no real solution in sight.
  6. Physically based rain

    You guys are right. All the variable calculations should be physically correct though: float waterDensity = 1000; //http://www.sengpielaudio.com/calculator-densityunits.htm float airDensity = 1.225; //https://en.wikipedia.org/wiki/Density_of_air float Volume = 4/3*pi*radius; //https://en.wikipedia.org/wiki/Sphere#Enclosed_volume float mass = Volume*waterDensity; //should be a given float projectedArea = pi*pow((2*radius),2)/4; //http://www.mne.psu.edu/cimbala/me325web_Spring_2012/Labs/Drag/intro.pdf float dragCoefficient = 0.3; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/shaped.html float drag = 0.5*dragCoefficient*airDensity*pow(velocity,2)*projectedArea; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/drageq.html I am so very sure, that I am just missing a tiny thing.
  7. Physically based rain

    Hey guys, I am trying to create a physically based rain simulation. I am updating these acting forces on every frame: Gravity, wind and drag. The formulae themselves should be correct, but I am clearly overseeing something. The velocity should not exceed 15m/s, but currently it is going way past that point. Any help is greatly appreciated. Thanks, Manu PBRain_tmp_v0002_nocomment_mko_.hip
  8. Unexpected primuv transformations

    Hey guys, I am trying to get my geometry into intrensic primitive uv space and back to World space. Unfortunately it doesn't behave as expected when transforming back. HIP and gif included: tmp_anm_v0003_nocomment_mko_.hipnc
  9. Shades of Orange, daily Houdini stream

    I also recently started a Quick-Tip series about all kinds of Houdini stuff. I try to keep it to the 1 minute mark: http://shadesoforange.de/quick-tipps/ I just uploaded couple of Tips for VEX/Wrangles: https://vimeo.com/213122616
  10. Hey everyone, I recently set up a website and a stream for Houdini people or everyone else who is interested in Houdini. I am going to start streaming Houdini every day, starting today. After each stream I will upload results and depending on time a timelapse, a tutorial, a .hip(nc) file or documentation of sorts for everybody to view and examine. Where can you find all this? Website: http://shadesoforange.de/ Stream: https://www.twitch.tv/shadesoforange Who am I? I am studying Animation & Game in Darmstadt, Germany and am 23 years old. I recently finished my internship at RISE FX and am crazy about all Houdini, procedural and CG stuff. More about me here. My first stream is going to start at 15:00 CET. So if you want to hang out and have a chat, come by and say hello! See you!
  11. Voronoi piece point offset

    Yeah I know that Triangulizing solves the issue. But that is not an option for my current project.
  12. Voronoi piece point offset

    Hey, sorry but I think you are wrong. Thanks though.
  13. Voronoi piece point offset

    Hey guys, I've encountered an issue with the voronoi Fracture. It's hard to explain so I will go ahead and post the images as well as the .hip file. How can I avoid the cracking/offset of the surfaces happening in the fracture? Dividing/Triangulizing seems to solve the problem, but introduces an unwanted look. I'm happy for any help. voronoi_issue.hip
  14. Hey guys, I've been wondering this for quite some while, but always managed to find a workaround. I am not sure if I will be able to find one this time. As an example: Why does the test attribute not reflect the pointnumber attribute here? (Any input-geo with points is sufficient) for(int i = 0; i <npoints(0); i++) { if(@ptnum == point(0,"ptnum",i)) i@test = 1; } Am I just calling the pointattribute wrong here, or is it not possible to get the pointattribute back through the point() function. What other option do I have to get return the pointattribute in a custom loop? Thanks in advance.
  15. Toms "Learning Houdini" Gallery

    How were you able to get the spheres to travel so many different paths?