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Jesper Rahlff

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Everything posted by Jesper Rahlff

  1. Pre-solve Post-solve

    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
  2. Giant Holes in Collision Object.

    can you upload the hipfile by chance?
  3. Milk shader in Mantra

    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
  4. Milk shader in Mantra

    start off with the preset on the physical SSS shader
  5. Better Tornado Result

    you can also disable the turbulence microsolver in the setup as well
  6. Better Tornado Result

    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
  7. Apply attribute based on object id in RBD

  8. Apply attribute based on object id in RBD

    in order to do that you would in another if statement check if they have collided with the ground. Same concept
  9. Apply attribute based on object id in RBD

    you are mixing things together. That is not a name attribute on the primitives. That is a path attribute. You name attribute exists on the points. Each individual cube is represented by a point. This is what happens when you pack the geometry. So in order to color some of the cubes for instance you need the sop solver to be attached to the rigid body solver. Not the constraint solver. (unless you are trying to color the constraint primitives.) See below Lastly in order to access the cube geometry (the points) you need to work from the dop_geometry node inside the sop solver and not the Impacts. Once all of that has been setup you can then write your code. Your code should look something like this: Take note of the fact that the wrangle node is running over the points and not primitives. Since your geometry is packed I only have one point or one primitive available per cube. The name attribute exists on the points, so we have to run over points. A simple string condition does the trick to isolate the desired cubes. Inside the if statement I choose to add my color attribute to the primitive instead of the point which I am running over. This is simply just because Houdini is not very good at displaying colors that sits as a point attribute when dealing with packed geometry. So in order for it to show in the viewport I added the color in a primitive attribute instead.
  10. Apply attribute based on object id in RBD

    yes you can use the s@name string attribute to identify your pieces with. This is why we setup unique names for our packed geometry. So the solver can keep track of each individual piece.
  11. Apply attribute based on object id in RBD

    The ObjId has nothing to do with your packed geoemtry. Your ObjId describes the different dynamic objects. for example your RBDpackedobject1 node has objid == 0 and your groundplane has objid == 1 I am a little confused as what you are trying to add a color to? Is it the cubes or the constraints?
  12. New Pyro Solver (Sparse) and Micro Solvers

    Also the documentation is quite well updated with the difference between the new sparse solver and the old dense solver. https://www.sidefx.com/docs/houdini/pyro/index.html
  13. Adding texture to Vellum grains?

    you could create a piece of geo with uv's apply they texture and instance that only the grain particles?
  14. Round extruded shape

    you can enable a bevel scale as a point attribute on the polybevel. this can give you a nice rounded bevel at the top and a hard square edge at the bottom.
  15. Houdini 19 Wishlist

    ability to save out flipbook holding all the rows and coloumns as one flipbook.
  16. you can use in a primitive wrangle: nprimitives(input)
  17. Exploring Houdini - Jesper

    I also slowly started to dive into Ocean spectrums. I was able to get something cool quite quickly, but there is still lots to figure out. White water will probably be next. Rendered with Redshift
  18. Exploring Houdini - Jesper

    I want to start spending an hour everyday to just explore simple stuff in Houdini. This will be areas I probably feel I lack a little understanding, as well as ideas I have had but never really executed. Hopefully some form of render will emerge from every little exercise that I do. Last night I had a quick dive into vellum and played around with some Cloth. Rendered in Redshift.
  19. Exploring Houdini - Jesper

    More Vellum stuff. This is all the same simulation, however this time the focus was really to explore different camera angles, FOV, DOF as well as directional lighting. I had a few other versions with stronger DOF but they made me dizzy looking at them. So I stuck with these. Rendered in Redshift.
  20. fire from small source

    Since your fire will rise upwards I assume anyway, you could scatter some points on your branch and then instance some curves onto the branch. You could then convert those curves into a source as well with the branch. Benefit is that you can animate your curves to give your source a more interesting look which will help with detail etc in your sim.
  21. Gradient along a curve

    Short video catering more towards beginners. Let me know what you think.
  22. Flip level goes down

    post a hip file showing us what you have tried to fix the issue and I am sure you will get lots of help
  23. Optimize Collision calculation - Houdini Quicktip!

    Yeah but I generally do not like to place transform information on the obj level. Thanks for pointing that out though. might be useful for other people.
  24. Hey Guys. I made this little quicktip video about collision optimization. Have a watch if you fancy.
  25. Optimize Collision calculation - Houdini Quicktip!

    glad to hear that