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Jesper Rahlff

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Jesper Rahlff last won the day on December 11 2021

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About Jesper Rahlff

  • Birthday 10/03/1988

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  1. Hi , Jesper , Please share your experience , 

     , I have been learning houdini for 8 months by watching tutorials, I have a big aspiration to become professional, 

  2. This seems to be the way to do it. It is a bit complicated for such a simple thing but it works. DeleteVellumParticlesWithConstraints_fix.hiplc
  3. attached is an example of how it could be done. Keep in mind this is intended to be used with lower contrast images, for bump mapping etc and not a fully blown high contrast brick image. but it gets the point across I think. restratio_flipblend.hiplc
  4. popadvectfromvolume takes a vel field (from a smoke sim for example) and advects the points through it
  5. Hey Guys. I was wondering if there is a way to delete particles in a Vellum simulations when they have had constraints? The scenario I have setup the particles have constraints, then I remove the constraints based on a condition, and when I try to remove the particle as well it craps out on me. Attached is a simple example file to showcase the issue.DeleteVellumParticlesWithConstraints.hiplc Thanks
  6. I would say dual rest is quite useful. as stated previously by Atom a lot of the details you want will come from good shading and texturing. Dual rest will help you maintain a crisp look of your bump/ displacement on the surface
  7. with a divide sop and a fuse to accompany the bend, I could push it to about 1200 degrees before it broke.
  8. Based on your file I was able just to adjust the capture direction slightly to get it to curl up with no intersections. This will break eventually though if you need it to curl alot
  9. the static object is internally converting v attribute from your incoming geometry to collisionvel even if you specify a proxy volume to sample collision from. In order for you to scale down your collision velocity you can simply just multiply down your v attribute on your geometry before it is sourced in like so:
  10. pre solve means before the timestep has been solved. Post solve means after the timestep has been solved. In a very simple term you can think of it like this: Before the point has moved, after the point has moved for the given timestep
  11. can you upload the hipfile by chance?
  12. This is a good starting point? its a Subsurface scattering shader, that has a milk preset you can use. You can put down this material in the /mat context
  13. start off with the preset on the physical SSS shader
  14. you can also disable the turbulence microsolver in the setup as well
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