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Flamingburrit008

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About Flamingburrit008

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    Peon

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    Mike

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  1. Melting a hard edged object

    Hello. I've been working with melting different objects lately, but have gotten a bit stuck on objects with harder edges. Is there a good workflow for melting an object like a steel without losing its initial ridged shape? Thank you for any help that anyone can give me! melt_rectangle.hipnc
  2. Separating Reflections

    Hello, I'm trying to change the color of an object in cops, but I keep running into a problem. When I change the color of my box object to red in cops, the color of its reflection remains white. I've tried messing with the indirect reflection image plane, but that changes the color of all of its reflections. What I want to do is change the color of just the box to red in cops while keeping the other reflections the same. Basically from this: To this: This is what I am currently getting Any advice would be greatly appreciated. Thank you reflect_test.hipnc
  3. Tying a Knot

    I've been really interested in creating a rope tying effect like this for awhile. Has anyone ever done something like this before? If so, do you have any tips about how I might approach it? So far I've been experimenting with the wire and vellum solvers, but haven't really made any real progress. Thank you for any advice that you can give me.
  4. Vellum Weld Break

    Hello, I've been playing around with vellum in Houdini 17, and I've run into a bit of a problem. For some reason, can't seem to dynamically break weld constraints using the vellumconstraintproperty node. It seems to work correctly when I use the stitch points constraint, but nothing happens when I use weld points. I've found a work around using a geometry wrangle, but I was just curious as to why this other method wasn't working. I've been searching through the documentation, but couldn't find an answer. Thank you to anyone who can help! vellum_break.hipnc
  5. Creating Uvs for viscous flip sim

    I managed to create some uvs based on the position of the emitter. Unfortunately they still tend to jitter around a bit and the distort when the fluid collides with itself. icecream_uv.mp4 The rest position has given me ok results for noise and texture, but I cant figure out how to blend between the rest and rest2 attributes. How would I go about using the dual rest solver vop? I've been messing around with it and I can't seem to make it do anything. No mater what it just seems to output 0 for both Prest and Prest2. I want to create icecream that has colored stripes coming down the side and was planning on doing this with a shader. somthing like this Although now I'm starting to question if I'm really going about it the best way
  6. Creating Uvs for viscous flip sim

    Thank you very much for the reply and link! I've actually been looking at that video a lot, but I still can't seem to get anything working. For some reason, the rest attribute doesn't seem to be doing anything when I try mapping it to the uvs. I even took a look at the scene files from that video, and the vop that he creates with the dual rest solver doesn't appear to do anything. The uv quick-shade shows the same result regardless of whether or not the attribute vop is connected. I've been searching on line for a long time, and people tend to point to using the rest attributes in some way. But for the life of me I cant seem to understand the correct way to use them. I feel like I'm missing something vital.
  7. Creating Uvs for viscous flip sim

    Hello. I'm working on creating a soft-serve ice cream effect and i've seem to run into a bit of a wall in my progress. I can't seem to find a good method for creating uvs for flip fluid as it comes out of my emitter. Here is a video of the type of effect that I am trying to create I've been searching and experimenting for a while, but I cant seem to find a good way to approach this. Does anyone have any suggestions or point me in a good direction? thank you.
  8. Making a bone chain follow a control point

    Do you have any suggestions for creating an automatic walking cycle for a bumpy surface? I've managed to make the feet mimic the wave-like motion that millipedes walk in for flat surfaces. However I can't seem to find a good way to deform the walk-cycle along rougher terrain. I'm working with various deformers, but I keep running into a problem. The foot's motion deforms in an unwanted way while it is moving through the air and I only want it to deform while it is resting on the ground.
  9. Making a bone chain follow a control point

    Thank you for the advice! Ill start experimenting with the lag node and see if I can get something working. I've actually been using chops a lot for this project (mainly for the leg movement). However, most of my work has been done with a bunch of channel wrangle nodes. Maybe I approached this in an bad way. Ill take a look at the limit node to see if I can find a better solution.
  10. Hello. I've been working on trying to create a millipede rig lately, and while looking up references I came across this interesting video. https://youtu.be/3OxAw3WrCAs One thing that I cannot seem to figure out from it, is how to have the body follow a single control point. Does anyone have any thoughts about how to accomplish something like this? Thank you.
  11. Exporting Houdini Rig to Maya

    Aw, That's unfortunate Looks like I'll be heading back to Maya. Thank you both very much for the replys though! Sebkaine, just out of curiosity, why is that engine not an option for smaller projects?
  12. Grease fire help

    Hello everyone, I'm trying for the second time now to learn how to create pyro effects in Houdini. I gave myself a project that seemed fairly simple (a grease fire)... but once again I feel hopelessly stuck. For some reason I just don't seem to be getting it. I've gone through every free tutorial that I could find... least three times. While I feel like I have a decent understanding of what each parameter does and how it works, I just cant seem to get the hang of how to use them together to create a decent effect. I chose to do a grease fire because it seemed relatively simple and because I was able to find a lot of reference videos to study. But for the life of me, I just cant seem to get anything close to the look down. It kinda feels like I'm missing something obvious... I've always been the type that was unable to see the forest for the trees. I've included a file of one of my many attempts. Also, this is one of the videos that I've been referencing a lot. https://youtu.be/pEVl8R9Q9EM I'm not trying to create a fireball type of look (not yet at least), just a pan of flaming grease. Thank you for any help that you can give me. grease_fire_wop.hipnc
  13. Exporting Houdini Rig to Maya

    Hello everyone, Is it possible to export a Houdini created rig into Maya for animation? I spent some time searching for an answer to this, but I couldn't really find anything. The main reason that I ask this, is because I am planning to work on a small project with an animator friend of mine and she only knows Maya. I've been looking into Houdini's rigging tools a lot lately and am very impressed with its capabilities! While I do have a basic understanding of Maya and its rigging toolset, I would much rather use Houdini if at all possible. Would exporting a Houdini rig for this kind of thing is doable? If so could you point me in the right direction to learn how the process might work? Thank you in advance for any help that anyone might be able to give me.
  14. Pyro Solver - cooling Rate vs Flame Height

    Ok, I think that I'm starting to get it a bit more now. Thank you both very much for the help!
  15. Pyro Solver - cooling Rate vs Flame Height

    Hello everyone. I've been attempting to wrap my head around the pyro solver for awhile now and I am having some difficulty. Two settings in particular (cooling rate and flame height) have left me feeling a bit confused. As far as I can tell, both settings affect how quickly the flames cool off. However, I cant seem to figure out why I would want to use one over the other. I've searched various forums and read the documentation, but I still cant seem to find a clear answer. Aside from the adjustable ramp in the flame height, is there a major difference between these two settings? If so, In what type of circumstance would I want to use one over the other? Thank you for any help you can give me.
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