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    Lawrence Jaeger
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  1. Hi Michal, Please see attached file. I have added the strut constraints in SOPS before going into DOPS and have changed the stiffness to make the one pig head softer than the other. I have also remeshed them and then imported the simulation result and point deformed the original geometry with the simulation geometry, as this is the usual workflow for these sort of things) lj_dopnet_issue.hipnc
  2. Make sure Affector Relationship on the merge is set to Mutual. Then on the FLIP Solver, make sure Feedback Scale is set to 1. (Volume Motion tab > Solver tab) Then tweak mass of RBD till you get the desired look.
  3. Hi Masoud, If you have large amounts of floating objects, I would agree with HM_2020 and use Pop Float By Volumes DOP. I used it in this project to get the trash pieces to float and it works really well. But you don't get any interaction unfortunately.
  4. Hi Masoud, I attached a scene file but basically I just used the RBD Object, not the Packed Object. Its the one with the rubber duck, that's the one for feedback scale to work. So if you have 5 boxes, you would need 5 objects. I also changed the FLIP source to not include a shell. It was creating some strange behavior at the start of the simulation. I also played with the Density of the RBD Object under the Physical tab. And also adjusted the feedback scale. It's a balancing act of how heavy/light the object is and the feedback scale. You may also need to use some Drag / Spin drag / Pop Look At to ensure the object behaves nicely during the simulation. lj_Floating RBD Packed object_01.hiplc
  5. Hi Alex Attached is a modified hip. The only thing I changed was the popwrangle inside the Vellum Solver. I used an if statement to check when glue was 0, then set stopped to 0 as well as pintoanimation to 0 That did the trick lj_Vellum_Pin_To_Target.hiplc
  6. By looking at the attached image, it does look like it follows the surface normal. I'm assuming the longer the grass gets, the more "vertical". So maybe a blend of the two for a realistic setup. Where the lower part of the grass follows the surface normal and as it gets longer, it begins to grow vertically. Just an idea, not sure if it's completely realistic.
  7. Hi PwPwPower, See attached hip file. That's how I would approach it. lj_vellumToBody.hiplc
  8. Can't you promote the attribute to points and then do an Attribute Blur?
  9. Maybe try creating the curvature attribute in SOPS and then bring it into the shader with a Bind node and read in that attribute
  10. I'd have a guess and say that the alembic geo is pretty high res and so when you attach the Configure Cloth, Houdini is having a hard time calculating all the constraints and setting all the attributes and crashes. You'd be better off using a Split SOP, splitting by the groups you created. Then remesh the cloth so that it's not too dense, then append a Configure Cloth and do your sim. Then you can point deform the original high res mesh with that sim mesh.
  11. Grab MOPS and follow this - https://entagma.com/houdini-in-five-minutes-18-sops-redshift-mops-isocontours-setting-up-the-particles/
  12. Hey John, Thanks for the code. I have a question, does Houdini echo your actions somewhere? I remember in Softimage, every action I did, the python would echo that action, so it was easy to create scripts as you could grab the code from there. Does Houdini have that kind of functionality?
  13. Hi Shantanu, Drop this into the wrangle @pscale = fit01(@nage,chf("start_size"),0); Then clock the little icon under the arrow drop down on the right of code and you can set you start size and the rest will work as you expect. Particles start with the size and then they scale down to 0 at the end of their life
  14. Can you upload the hip file?
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