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Everything posted by tamagochy

  1. I found time to make vol1 of this series. So now you can pay less and for part you need. I remake a lot parts and add more content. In vol2 I planning to add vellum sims for tree and leaves. https://bit.ly/3j6vT6v
  2. I released tutorial about procedural tree rigging system. Applying for any model. Procedural setup of the wire dynamics, non simulation wind system and growth setup working in real time. Capture geometry by spines. https://gum.co/Xxeqf I hope you'll like it.
  3. Randomly scale down particles with a linear field

    You can modify it easy to get what you want int f = rint(fit01(rand(@id),0,20)); int rnd = rint(fit01(rand(@id+54),0,20)); float p = fit(@Frame,f,f+rnd,1,0); @pscale*=p;
  4. Randomly scale down particles with a linear field

    int f = rint(fit01(rand(@id),0,20)); float p = fit(@Frame,f,f+20,1,0); @pscale*=p; This example for random frame start, but you can modify it for your needs.
  5. @pscale for vellum grain?

    Make constraints after randomizing pscale, not before. But you will get the gaps because constraints not rigid.
  6. Remesh witout change point everyframe

    Deform scattered points.
  7. Create group by bbox, then in foreach loop find which objects in group and add them to array.
  8. You should use it for static model at first frame of your animation.
  9. realistic sparks / embers

    There are a lot of wranglers which one? Important wranglers have a name all others are simple.
  10. realistic sparks / embers

    I made sparks setup for you. Sparks_fix.hipnc
  11. realistic sparks / embers

    You should be more specific on your question. Realistic sparks setup is not simple and I think nobody gave it to you or do it for you.
  12. Steven makes really nice stuff, for now I can just suggest to wait until I redo my tutorial and split it for smaller and cheaper parts. I hope to do it during next month or two.
  13. Sparse pyro solver temperature and buoyancy

    I read this topic and not test this yet.
  14. Hey, this course around 6 hours. There is no other tutorials showing what I did in my. All courses used tree models from speedtree or generated in houdini with all necessary attributes. Here I will show how to create this attributes for any tree model and explain what you need to do to achieve this result. Plus all tutorials show how to build wire solver not procedural, my approach fully procedural, you can just attach spines to solver and it will work without going inside. And some interesting part its non-simulated dynamics working in real time. It's not ideal in structure because it's my first attempt and I will redo it later, and may be separate for few parts and make them cheaper, but I have no time to do it now. Thanks for interest.
  15. Sparse pyro solver temperature and buoyancy

    I've tried spars too and got weird smoke freeze during cooling. Looks like it lost velocity with temperature and I have no idea why. Maybe it is some bug in setup now, but without full understanding how it works, hard to fix it
  16. There is setup, I've colored red all changed nodes. Fracture copy fractured pieces to points_fix.hipnc
  17. @orient attribute to @N an @up?

    Convert quaternion to matrix3 and extract rotation vectors from it.
  18. Find parameter value from list to use in expression

    For exporting to FBX you can use wedge or PDG and switch blend input based on wedge number.
  19. Find parameter value from list to use in expression

    Merge all variations and delete in wrangle all except current frame and put it to blend
  20. returning a string with prims function

    There is no prims VEX function, you should use prim instead. prims_function_return_string_fix.hipnc
  21. Is the getpointbbox working in world coordinates? But if you need oriented bounds this code not enough I thinks.
  22. Houdini 18 Breaking glue without impact

    You should apply it in sop solver connected to constraint network.
  23. Highest number saved at detail, look there I promote it by setdetailattribute.
  24. Houdini 18 Breaking glue without impact

    float f = fit(@Frame,1020,1060,0,1); if(rand(@primnum)<f) removeprim(0,@primnum,1); Use it on your constraints
  25. Hey, I'm trying to create shader edge displacement in lops but its looks like dont read custom vector I created at sops. Is there any possibility to transfer attributes or it not possible at this moment? lops.hipnc