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About Halltom92

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  1. Random pop bounce direction

    Hi, I'm trying to achieve a simple effect, but am struggling to get my head around it. I'm sure I'm overthinking it but if anyone could help me that would be great! I'm trying to get a random bounce direction on particles when the collide with the ground plane. As if the particles were small stones bouncing randomly due to a bumpy road surface. I've attached a hip file with the basic setup. I was thinking maybe you could inherit a random vector as the collision happens, but couldn't seem to figure a way to do it. I know various sources have mentioned the old "gain normal" parameter, but this no longer exists. Any help would be much appreciated. odforce_randompopdirection.hip
  2. copy to points rotation

    That's perfect. Thanks for your help. Merry Christmas
  3. copy to points rotation

    Hi, I'm currently trying to assemble a chain, driven by a guide curve. Using the copy to points node, I'm trying to figure out how to rotate every other copy by 90 degrees. I can only seem to control the orientation using N, which is set to the tangent of the guide curve. I'm sure I'm able to do this using the orient attribute, but I'm not completely sure how to. Any help would be gratefully received. Thanks odforce_test_001.hip
  4. use sourceVolume node as collsion for flip and pyro sim

    As fuat said, except when you use a VDB as a collision volume, you need to make sure you set the source volume scale to -1. Then it should work properly. Tom
  5. Small scale tyre burnout

    Hi all, I'm trying to create the effect of a tyre burnout, like in this topic; customise pyro emitter. However, I'm trying to achieve the effect on a much smaller scale, and with 4 wheels instead of just one. I'm finding a few issues at the moment. The first issue is with the fluid source for the pyro sim. I can't seem to get the fluid source to accurately represent the shape of the wheels, unless I reduce the "Out Feather Length" to a near zero value. I also need to decrease the division size massively, which is obviously slowing down the sim. Is there a more memory/time efficient way of representing the wheel shapes in the fluid source? Secondly, when I run the pyro sim (with the best fluid source result I could get), the velocity from the wheels don't seem to be effectively moving the density in the sim. The fluid seems to be just randomly emitting from the wheels and floating about. I have a feeling that these issues are going to probably boil down to reducing the sim resolution, however, it just seems to be running far too slowly for me to effectively iterate on the sim. Any ideas would be greatly appreciated. Scene file attached. OdForce_fluidSource_v01.hip
  6. Hi everyone, I'm trying to figure out a way I can offset a keyframe by a channel value. For example, I want to animate the uniform scale on a sphere but I want to be able to control the start frame of the animation by a channel value. I'm sure there is a way you could do this in CHOPS, but I'm not very comfortable using CHOPS, and thought there must be a simpler way of doing this! Thanks in advance
  7. Escape studios

    Hi, I studied at Escape Studios and now work there. Escape is a great place to learn. However, the Houdini courses are not run as regularly as the other courses (maybe once or twice a year) and are short (1-2 weeks). We run two Houdini courses currently, I think the first is Introduction to Houdini, which covers the very basics of the software, as well as some basic dynamics. The second course is the Houdini Dynamics course, which is more advanced. If you are interested in studying at Escape, it would probably be a good idea to come and have a look at the studios to see if it is right for you!
  8. Expanding Rubber Glove Effect

    Hi all, I'm trying to achieve the effect of a rubber glove expanding. Here's a link to a reference for the effect. I'm trying to make the palm area of the glove inflate, but the fingers remain the same size. I found a way to achieve the inflating effect on another topic in the forum "Inflate cloth with a finite element solver". This method uses a sop solver in DOPS to multiply "targetv" by time. I have painted an "expand" attribute in SOPS, to confine the inflating effect just to the palm area. However, although the palm inflates, the fingers remain completely motionless and seem to not be affected by the FEM solver. I think it is because the solvers I'm using are not bi-directional. I have attached a .hip file and glove geo for reference. Any help would be greatly appreciated! rubberGlove_v01.hipnc rubberGlove_GEO_v01.obj
  9. FLIP Fluid Compress artifacts

    Hi Graeme, I had exactly the same problem. How did you set up your FLIP simulation initially? Do you have your boundaries set up on the FLIP tank? I think the issue is to do with collision separation. As the fluid compression node is detection collisions below the surface of the fluid, and therefore a certain amount of particles around that collision are being included in the compressed cache as per your "Cull Bandwidth" parameter on the fluid compress node itself. The solution I found was to use the "Flat tank" shelf tool instead of the "FLIP tank" shelf tool, as then your boundary conditions are set properly and seemed to resolve the issue. Also have a play with your collision separation on your FLIP object. Hope this Helps !