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About rafaelmoco

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  1. Pro tips for flip meshing?

    Yeah, that half-sphere have 1.3 units on all sides, so it's considerably small. I've put some surface tension there, but just a little, maybe I can try to put some more and do some tests. and yeah, I totally forgot about Swirly Kernel, I will try it too!
  2. Pro tips for flip meshing?

    Hey guys, I have a little question regarding flip meshing. I'm trying to do some studies using the Particle Fluid Surface node for my final mesh, but I'm feeling something is a little bit off in my results Dunno if it's just the lack of refraction and shading, but my mesh seems a little blobby. I already tried to play with Voxel Scale, Influence Scale, and Droplet Scale, but in the end, it still a little blobby to me My flip sim is ok, good resolution, billions of particles and stuff. Any pro tips? PS: I've already tried the filtering options, masking, etc My mesh Same sim, but only points
  3. Problems with Cloth and SOP Solver

    Hi guys, how you doing? So, I need some help I'm trying to do a cloth simulation, where a SOP Solver inside of the DopNet drives the cloth tearing at some point of the animation. But when the SOP Solver begins with his magic, the simulation goes crazy and and stop for some frames, giving me a wrong result I'm putting the hipfile here, with a video showing the problem as well. All suggestions are welcome OBS: I'm using Houdini 16.5, and I've tried to do the same sim on version 16, but the sim time jumps from one hour running in an i9, to more than 15 hours (and I didn't wait to see the result) Sorry for my bad english, but this thing is driving me crazy https://youtu.be/lWGcH7p2nmg link for the download of HIP and other geometry https://www.dropbox.com/s/sd3iq7qa5fxz0vm/cloth_problem.rar?dl=0
  4. Hello guys. So, I'm feeling really dumb here. I have two edge groups, tear and tear_poly. All I need to do is to create a third group with the intersection of the first two. But I dunno why, nothing is happening. I'm doing a simple setup for cloth tearing using edgecusp sop. I already did it before, and it works like a charm, but I dunno why, the group intersection is not working I will put the hipfile and the original geometry to download, with a brief video showing the problem. Any thoughts? https://www.youtube.com/watch?v=5oDvBQ5AWcs&feature=youtu.be cloth_honda.rar
  5. Mandelbulb Animation Phase

    I don`t even know how to thank you. We were killing ourselves over here trying to figure it out. Its always something out of the box. One day I will get there. Thank you so, so much.
  6. Hi guys! So, I'm working on a project where we have to render short animation of a Mandelbulb. The Entagma tutorial worked like a charm in this case, but there is no explanation of how to do the mandelbulb animation I did some research , and I found this link, talking about how to add a phase variable, with a new function, to make the animation work. Does anyone have any idea of how to do this in vex? Here is the function: http://www.fractalforums.com/videos/3d-mandelbrot-set-phase-shift-animations/ My hipfile is attached Mandelbulb.hipnc
  7. Follow position and rotation in dynamics

    Thanks for the help! For sure, is a clever way to deal with this "problem". I didn't know bullet treated intersecting shapes as glued together. Actually it's rings some bells for me in other problems I was having with simulations Thanks again!
  8. Hi guys; I'm a Cinema 4D user trying to migrate to Houdini. In the past days, I tried to replicate a very common o effect in Cinema 4D dynamics. In there, you can use follow position and follow rotation to try to restrain a dynamic object in your original orientation and position I'm tried to replicate this in Houdini, but without success. Maybe I'm trying to figure out myself using the wrong tools, or searching for the wrong terms in Internet, but I still can't find a good solution I made a video, showing the effect in C4D. It's very simple, but a fast way to fill volumes with objects, without any collision Any thoughts?