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About reelinspirations

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    Chehalis, WA

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  1. Heightfields, displacement and UVs

    So, I'm getting some decent results now using triplanar mapping. That works really nicely for terrains and it doesn't have the nasty stretching. What I'm doing now is creating various masks in Houdini, then bringing those into the COP network and using them in the shader to apply various textures to the different areas. It's been working for both texture maps and normal maps. Although I haven't tried the triplanar mapping with normal maps. I'll have to post my results once I get something worth posting.
  2. Hi, In building a terrain, I used Entagma's tutorial on live rendering of Heightfields in Houdini using Redshift: The issue I'm running into is that my UV's are now super stretched on the terrain from using displacement on a grid. My terrain is huge, like 8,600 units across square. If I convert to polygons, it's pretty heavy. I'm trying to figure out the best workflow that will allow me to have the detail I need, but not be so polygon heavy. Would exporting out some lower resolution geo for rendering along with a baked displacement map be a good option? I need to be able to somehow edit the UVs as well so they are not stretched on my terrain texture. Any help would be appreciated. Jim
  3. Hi, So I'm trying to figure out how to procedurally connect point 39 on box2 with point 4 on box1 with a spline and an additional point to create a nice curve for use with a polywire. I know how to add points using VEX, and I can get the P of these points into the detail, but I have hit a wall from there. I'm wanting it to be procedural so that if box1 moves up or down or left or right the curve automatically adjusts. Thanks, Jim connectBoxes.hiplc
  4. Object visibility

    I'm struggling with something similar. What I want to do is have a checkbox on a OBJECT MERGE or other object based node that I can keyframe so that things are not 'seen' by the camera until they are needed. For example, right now, I have an animation INSIDE a geometry SOP where I have 3 pieces of geometry I'm bringing in using 3 different OBJECT MERGE SOPs. I have 3 transforms, etc. One of the items will animate in, and when it stops, the other two items will animate from behind that object. Only I don't want them visible (renderable) until the main object which is animating in is blocking them from view of the camera. I have this option in Cinema 4D. I guess I could keyframe it into place from off screen, but then that seems more complicated.
  5. difference between creating name attributes?

    Not sure if there is any difference. I also couldn't find anyway to NOT create the name attribute in the voronoi fracture. I ran a test using an attribute wrangle to create an attribute called oldname and assigned it the value of name before the assemble, and they were the same, which is what I thought would happen.
  6. Glue Network follow RBD object

    Hmm, that link only talked about how to delete a glue constraint using color. I know how to do that, and I'm deleting the constraint in a similar fashion, but instead of color, I'm using volume via a VDB and a group and delete SOP. What' I'm trying to do is have my fractured box FALL through the VDB volume and that's what 'triggers' or 'deletes' the glue network. It's not working because the box and the glue network aren't moving together. Not sure how to make that happen. I tried making the glue network move in DOPS, but so far, no luck.
  7. Hi, I'm experimenting with glue networks and am wanting a fractured cube, which I have 'glued' together with a constraint network, to fall. I have a VDB set up that will delete the glue network IF the network is inside the VDB volume. However, the glued cube falls, but the network stays in the original place. How do I get the network to 'follow' the cube as it falls through the VDB so it can 'break up' during the fall? I know I could use strength and keyframe that, but I want pieces to break up when they fall through a volume, or some other object. Thanks, Jim testingGlueNetwork.hiplc
  8. It was my understanding that the connectivity SOP would take polygons that share the same number would be connected. However, this situation shows that the Connectivity SOP is not doing it's 'job.' Any idea as to why? If you open my HIP file, and run the sim, at frame 50, you'll see a big piece of geometry that has LARGE non-connected holes in it, yet it's all one piece. Thoughts? ### I figured out what was wrong. I forgot to add a Primitive Wrangle after the Connectivity and use s@name = sprintf("piece_%d",@class); to create piece names based on the class that the Connectivity Sop creates. testing_fracturing_v004.hiplc
  9. Sinkhole with dirt on top

    OK, cool. I'm wondering if I should approach this differently. What if I emitted a lot of particles from the broken pieces and copied some fractured geo to the particles and made them really small so they aren't just balls. Would something like that work? I'm still trying to figure out how to have a layer of 'something' that will look like smooth dirt from 300' away and then be dynamic and fall away with the broken pieces. Thanks again, Jim
  10. Sinkhole with dirt on top

    Thanks Adam, I understand how to do the part up to the passing of the points to the solver. I am clueless on how to do that. I'd be using the pop solver because I really don't need grains unless I'm doing a CU shot. Yes, I will be using Pyro for dust once I have the sim going. Would love to see your method. Jim
  11. Sinkhole with dirt on top

    Good point Tomas, The camera will be about 300' above the various sinkholes, so detail isn't as important. So where do I find out how to create a 'layer' of particles 6" or so deep above my fractured GEO? Not sure a FLIP tank is appropriate. I'm quite new to Houdini, just a few months in. I have the fracturing down and glue networks, etc. But it's the sand/dirt with particles portion I'm having trouble with. I've included a portion of my 'background' plate that I need to use to create this effect. How can I 'stick' this surface to grains for particles and how should I approach this. Right now, I'm working on just a single sinkhole and trying to get the look down I want and be able to control it. But once I have that figured out, I'll need to figure out how to surface the entire thing with the background plate. I know how to stick a surface on a box and fracture it, etc. But the layer of dirt on top makes things a little more complicated. Thanks, Jim
  12. Sinkhole with dirt on top

    OK, that's what I thought, but I'm clueless as how to pull it off. How do I set up a 'layer' of 'dirt' above my RBD fractured object? I have a large area where I am creating several sinkholes. We're talking about 120 x 260 meters with sinkholes that range in size from 2-3 meters in diameter to around 20 meters in diameter. I also have a ground plate (.jpg image) that I am 'flying' my virtual camera over. I know how to put a material on a piece of geometry, but how do I do that with grains? Also, having a grain sim that large is going to kill my computer for a week :-) How do I only sim the sinkholes while keeping everything on the same level? Thanks, Jim
  13. Sinkhole with dirt on top

    I'm wanting to create a sinkhole effect, but not only use fractured geo, but I want to put a layer of sand/dirt on top so it looks more 'realistic.' What would be a good way to approach this? Thanks, Jim
  14. Tracking, Ground Collapse Simulation - Workflow

    Thanks Juraj for the info. I use After Effects, not Nuke, but I can take your information and run with it. Jim
  15. Tracking, Ground Collapse Simulation - Workflow

    Hi, OK, so I have a VFX shot I'm wanting to produce. I have an aerial shot of a landscape. The camera is pointed straight down. The goal is to create a couple of 'sink holes' that crumble away, similar to this, except that the camera is looking straight down. I've tracked the shot in Syntheyes but am trying to figure out the best way to go about creating and surfacing the geo for this sim. I've thought about two ways to do this. 1. Use the 4K footage from the video to create a large 'panorama' texture and just manually move the camera over it. 2. Create a mesh in Syntheyes to export to Houdini and somehow surface that with a still image for the sim. 3. ??? Technically, I know how to fracture and surface, etc. I just want to know workflow for best results and practices. Anyone have any thoughts or pointers on how to do this? Thanks, Jim