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About gosch

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  1. You have to sample your audio channel (using chopt() for example) using distance from center to point as a time. Check the hip file radial_waves.hipnc
  2. Cloth Flag Procedural Point constraints

    You have to use backtick ` when writing expressions in string type parameters. That's why your pointlist expression doesn't work. So write: `pointlist("../../flag/points","G_pin")`
  3. Here is a small example of this technique. render the sequence to see the effect instance_offset.zip
  4. Correct me if I'm wrong, but as I know, the only way to do this is using delay load procedural in conjunction with instancing, i.e. you have to bake your animation to bgeo sequence and then read it via delayed load procedural. Then you are able to override path to geometry on per particle basis. Check local overrides settings in Material SOP node.
  5. What you can try is to force your motion blur geometry samples to have same topology. The idea is to extrapolate movement between frames using velocity attribute (you can use Timeblend qL for this). Unfortunately I didn't manage to check this solution in your scene, because alembic export is not allowed in non-commercial edition, so try yourself! motion_blur_2_corrected.hipnc
  6. VDB Mesh Jitter

    In VDB From Particle Fluid you could try to turn off Resample Input, which leads sometimes to additional jitter
  7. recursive for each generation

    I think you need a feedback in foreach node. Check the example ) foreach_feedback.hip
  8. Small update ) I've utilized technique of texture correction suggested by rayman. On flat objects it works quite well, going to test it on more complicated geometry next. https://vimeo.com/91874669
  9. gas build collision mask

    There is no error here, historically collision field equals to inverted SDF. I also noticed that your box has negative Y size, this leads to incorrect behavior
  10. RBD Fracture Control (example file)

    Nicely done example, Ryan! But as for me, for now this method is slightly outdated because in H13 rbd packed objects provide a possibility to inherit and modify point attributes just for free without any tricks. Using point() function might by very confusing because in complicated setups $OBJ might not be equal to point number, representing the object.
  11. I've also played around this task a little (thanks to rayman for great examples What I've found useful is to capture orthogonal basis from subdivided geometry to point cloud and then perform multi step displacement updating direction on every iteration. This caused softening stair-step look of geometry. Not perfect, but much better result ) Some of my experiments https://vimeo.com/90639775
  12. Rayman, oldschool thanks for tips! I've made another test of creating complex constraint network (glue, spring, pin) to achieve believable building destruction: Building Destruction
  13. Yea, it's houdini native Glue Cluster Tool
  14. Thanks, Rafael! So, what is a proper way to dissipate energy when using bullet?
  15. Here is the hip file! wall_destruction.hip