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Yon last won the day on November 22 2020

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  1. sourcing high velocity will stretch your vel field out and cause mushroom shapes that would need increase substeps to resolve. for initial punch it is better to use gas repeat
  2. anyone know how to force wedges to cook in serial in TOPs? For simulating and want to conserve your ram limit. with a most basic setup of geometry import / wedge / rop geometry output - it will start cooking more then one simulation by default edit: nvm you can enable 'single' in scheduler tab
  3. Unless your working on feature films with huge assets/environments Houdini is the way to go. We use Katana here at Imageworks and though I'm not a lighter, I've used it a bit and it's pretty bare.. By the way at the end of 17.5 presentation they spoke publicly about "LOPs", a new lighting context coming in the next major release or two I would guess.
  4. For the record just use the GameDev Simple Baker and it will work. But yea the Bake Texture ROP will output a quantized displacement map out of the box when you Render To Disk. I was doing a really generic project with defaults to test the workflow and couldn't see how it was my error..
  5. Any1 find a solution to this? I get different results when Render To MPlay and Render To Disk.when i write to disk the displacement map is very dark and if you gamma up you see all kinds of quantization. All other maps are 1:1
  6. yea its because your model is garbo, you could try your luck with a fuse and clean sop but prob have to fix it yourself or send it back to modeling dept if you have one.. or just use booleans as its the more modern way and the piece of house your fracturing at the start there - way to big, each door frame and wall should be fractured on its own (use a for loop), and it looks like the walls are planes - you never want planes always some depth
  7. Anatomy of Houdini smoke solver
  8. yea, whoever said that is incorrect. the green line labeled A+B here is just B placed on the tip of A. and the dotted blue line is A+B vector basics
  9. A volume vop runs over each voxel like a point wrangle runs over each point, It is iterating. and the position of every point is not stored in each iteration by default. The source is the currently processed voxel or point. And you can imagine a radius growing around it that captures points and returns position data into current iteration.
  10. relevant http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_divergence_and_sinks
  11. hey Suraj use a file merge, and put $SLICE where the wedge variable in your filename is and adjust the merge range. e.x $HIP.whatever.wedgevar_1.bgeo = $HIP.whatever.wedgevar_$SLICE.bgeo
  12. if it is not sims or anything but to reference setups and be small in size as possible you do not need a $1,200 notebook. I have a $250 asus E200 that I travel with and keep on my desk on studio floor. I can open setups and do whatever you would assume. its .98kg (2.1 pounds) and 11'. I wouldn't worry about not being able to see the view port because of a GPU the vast majority of integrated graphics will support and as for a tablet well that's a completely different architecture..
  13. to automate this over x containers is outside the scope of this but look into using a wedge rop, it is not hard this doesn't support collisions as it is procedural, if your really tasked with collisions on 1000 containers with external anim that is a big effect and not a easy to avoid the cost. but it can be done with spring to glue constraints and point deform. A cheap sops collisions could be multiplying invertnormal you will find by distance to collision object. Damage.hip
  14. You do not need a simulated solution, also if there are 1000 containers that would be a poor choice. Make a mask that isolates damaged area. For example a scattered point + attribute transfer and attribute blur for a falloff. Then displace point position by inverse normal + noise * that mask. If your new this may be unfamiliar though..
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