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Jesper Rahlff last won the day on December 11 2021
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129 ExcellentAbout Jesper Rahlff
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- Birthday 10/03/1988
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Rahlff21
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Jesper
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Khikmatillo started following Jesper Rahlff
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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
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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
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so how do I get around this?
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Jesper Rahlff started following Reduce Collision Velocity?, Smoke as wind?, Delete Vellum Particles with constraints and and 2 others
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popadvectfromvolume takes a vel field (from a smoke sim for example) and advects the points through it
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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
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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
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with a divide sop and a fuse to accompany the bend, I could push it to about 1200 degrees before it broke.
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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
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Reduce Collision Velocity?
Jesper Rahlff replied to Midasssilver's topic in General Houdini Questions
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: -
Jesper Rahlff started following Pre-solve Post-solve and
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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
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Jesper Rahlff started following Giant Holes in Collision Object. and
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can you upload the hipfile by chance?
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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
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start off with the preset on the physical SSS shader
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you can also disable the turbulence microsolver in the setup as well
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The setup you have is pretty good. I tweaked just a few things (I actually just simplified everything a little) and optimized your sim so it runs faster. Attached is the modified file. I copied your geo node and renamed it so you can see the difference between the two. Feel free to ask questions if any may arise. Tornado_JR_v1.hiplc