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caskal

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caskal last won the day on March 26

caskal had the most liked content!

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About caskal

  • Rank
    Illusionist
  • Birthday 07/10/1987

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  • Website URL
    www.caskaldesign.com
  • Skype
    caskal.dg

Personal Information

  • Name
    Ezequiel
  • Location
    Argentina

Recent Profile Visitors

2,662 profile views
  1. New setup - Feedback please

    Hey magicians, Been reading a lot on hardware and got some recommendations, I'm about to travel to buy the new hardware, but still have doubts on it. Mostly on Intel vs Threadripper (been an intel user all my life but heard great things about this AMD). Any tips? made an image with the stuff: Thanks!
  2. Vellum loop?

    @Noobini yeah that was my main issue, praying so they don't look too different , agree on tweaking the sim too much. As for stash, I always used file cache or time shift but this is much better, I didn't understand how it worked when I opened your file so went to the help doc, this stash-sim-stash-sim workflow will come super handy to get cool results! Thanks again!
  3. Vellum loop?

    Hey @Noobini thanks a lot for the tips and the hip, I was trying to do that multiple frames blending using like 10 timeshifts with no luck then I analized your file, didn't know about that Stash node, pretty handy! Played with the Attribute expression using more than 15 frames and its giving me much better results than the method I used before (blending 2 frames only). I still have to play trying to have the initial and end state as close as possible. @kiryha thanks for the tutorial! I saw that in the past but didn't think about adapting to this, I'll give a shot. @toadstorm thanks for the detailed process, will check that one too and see wich adapts better to this loop. Cheers guys!
  4. Vellum loop?

    Hey magicians, I was requested to create some cloth in motion assets, I'm working with vellum, but having troubles to loop it as client requested. So far I used a blend shapes with first and end frame at the end, but the loop is quite noticeable since it reverses the blend at the end to start again. Here's a sample of the asset I need to loop: Here's another idea I had, I'm going to test it now: 1) Having the initial frame with cloth shape 2) Group the edges of that 3) Pin constraint the edges to vellum 4) Animate the edges having first and last frame in same state Any tips to loop vellum? Thanks!
  5. Vellum cloth floating?

    Hey magicians, I'm trying to achieve a similar vellum sim like this, haven't installed H17 yet since I use Marvelous for cloth but this one will be hard on MD, any thoughts on how to approach this with vellum? Here's the reference: Thanks!
  6. Pyro to Maya

    Hey magicians, What's the best pipeline to export pyro to maya? I'm working at houdini scale and I think maya scene is x1000 so I'm worried that the smoke probably will look bad. Any tips will be really appreciated Thanks!
  7. No worries, I added a facet with post compute normals and seems thats doing the trick, thanks!
  8. Thanks @fencer. I did a clean and unpacked before exporting. I set up the scene so the client runs the sim, and he's bringing the bgeo to .ass and sending to Maya. This is how is looking in houdini viewport And this is how is looking in Maya viewport Seems like a normal issue, I'll try to invert the normals to see if this fixes it, I'm not familiar with maya or Arnold, client just send me these screenshots Thanks
  9. Hey magicians, I have an RBD sim that when I export as bgeo looks fine, but when I export as alembic it goes crazy, the geo flies everywhere, anyone know what can be causing this? P.S: Also sometimes don't show in Arnold, I tried deleting "name" attribute and works, but not sure what is causing this, maybe because I have lots of dop networks? Thanks!
  10. Art directing fractures

    Damn Matt always saving me thanks for the info @fencer!
  11. Art directing fractures

    You are right! I remember watching a video tut from varomix explaining this i@active to control fractures, checking the hip now, thanks again! @Atom
  12. Art directing fractures

    Hey magicians, I'm wondering what will be the best way to art direct a fracturing for this shot? I'm thinking about getting Applied Houdini IV wich seems perfect, but meanwhile here are some thoughts: Separate the bridge in 2 parts, one for the foot hits and keyframe manually, and other for the rest shattered with dynamics, might look fake tho Using colliders/forces in certain zones to push the breaks towards the character Manually shatter with curves for the desired parts, add rbd and pray to god to match playing with seed Any thoughts? Thanks!
  13. Glue constraints, help please!

    Thanks @fencer! that example from the good old matt is great! Will check that, those static pieces were driving me nuts, thanks dude!
  14. Glue constraints, help please!

    Hey magicians, I'm getting crazy with rbd. I was requested to break a statue having "hits" like this gifs from independence day. I follow a tutorial from Applied Houdini, made constraints and stuff, but I can't get the parameters to work right, I got some better control results with voronoi fracture, but with booleans I'm having a hard time. I'm new to fracturing, I tried messing with the connect adjacent pieces, as well as glue amount. Anyone can give me some tips or direction to achieve this? Thanks!
  15. Hey @ejr32123 thanks for the tip! I ended up solving by adding a polyfill + polydoctor + boolean in union mode + boolean shatter Thanks dude!
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