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WildayHeart

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Everything posted by WildayHeart

  1. Houdini 18 Wishlist

    So much yes! I cant believe this is not possible, because you can even alt-click and drag to duplicate nodes in the network view. It is really annoying, Houdini already has more than enough features for modeling, but that such a shift-drag clone is missing in viewport is what slows things down and is what keeps it unattractive for any sort of modeling. Please submit an RFE if you havent yet, i have already done so while back.
  2. H17.5 Launch Event March 7

    Well i knew nothing, so thanks for this is information! Speaking of Renderman/Pixar they were also mentioning USD/Hydra somewhere in the comments of the Houdini 17 teaser. If we get another teaser before the event, we might see it any day now.
  3. H17.5 Launch Event March 7

    Hi - is there more info for the "new" Renderman for Houdini?
  4. H17.5 Launch Event March 7

    Of course its true, they used eventbrite for the H17 launch event as well: https://www.eventbrite.com/e/houdini-17-launch-event-tickets-49857673644
  5. Radeon 7

    Hey Guys, does someone already know if the Radeon 7 will work with Houdini? I have not read any issues with Vega so far. But I heard some of the AMD cards were hit and miss in the past - hopefully someone can shed some light on this. All the best!
  6. Procedural hard-surface geometry with Boolean/Fracture SOPs

    I saw that too the other day and think it looks great! I think what Akira Saito talked about at SIGGRAPH is at least similar and maybe a conversation starter.
  7. Hi bunker! Thanks for your thoughts! I will do it like you suggested! Actually i had the highres already simmed out and ready to shade, when i remembered how you can add details via the rest/rest2. So i was wondering if they can go together in some way. I just needed to make sure i am not missing anything Really nice! Also thanks for the examples! Thanks for clarifying! TBH i like the upres workflow more anyway.. it first it was a little confusing, but with the shelf tool it is actually very easy! All the best!
  8. Hey guys, i would like to know if it is possible to keep the Dual Rest fields i created on a low res volume all the way thorugh the upres (using the upres container) process. As far as i see it, you can only create one new rest field using the upres DOP. I have a few questions: - There is no way to upres your dual rest field? - Is there a way to do it without the upres DOP and can you just merge them after? - Would it maybe be okay to have the rest fields at a bigger resolution (bigger voxelsize, lets say sim is 0.02 via upres and rest/rest2 is 0.04) and just merge them? I assume this would be a big nono.. - Is the one rest field that you get out of the upres good enough? I assume dual is "better" - Is there something to keep in mind, when converting to VDB down the line. I had a few issues, where the one rest field i got from the upres, would not really convert to VDB and stayed zero-ed out in the sim. Hopefully you guys can help me out on this and also shed some light on the topic of upres/rest fields. All the best!
  9. The thing i am also wondering is at that using upres or not using upres but the dual rest fields - i guess in the end they both are meant to give more detail to the sim. If you only can use either - and cannot combine them - which would be the preferred method?
  10. Hi bunker! Thank you so much for your response - your posts on pyro and upressing have already helped me a great deal! Really great stuff! As for my situation, Yes, the rest/rest2 fields i would like to use for details in the shader! How would you go about that? Could i use the low res rest and merge with the high res (thus having density, temp at 0.02 via upres, and rest/rest2 is 0.04) or any better way to achieve this? I really like the extra detail you get via shader!
  11. Snap a move" like in Maya

    Yes, please do the RFE - i have been asking for that for a while now. Same with other usual modeling operations that are very common in other programs. RFE them all!
  12. Give me varying trail lengths per point

    Thanks for that karan! Really cool of you guys that you keep adding your setups to the existing ones. This way there should be a method for anyone^^ Is there a technical reason why the trail sop for example cannot read in attributes?
  13. Hello Guys, i am struggling with something and i am asking for help. What i want is quite simple in theory. I have points from a particle sim and i want those points to have trails that have a different length for each point - can be totally random, but should the length should just differ in some ways. I am unable to change the length in the trail sop for each point - i tired a for each loop over every point and using the "iteration" etc. but somehow could not get it to work. I also tried to use the points as source for another particle sim, but also that way i did not find anyway to have them emit particles in a trail like way and having different lengths. Also the particles then got new IDs, so it is hard to group them (to get lines from the add sop via attribute) Same with the sourceptnum - there are sometimes points from the same source point emitted (with time in between) and they should not go together. I have attached a scene file that hopefully further clarifies my issues. My request/challenge would be - take this scene and give each point a different trail length and connect the trails to a line! All the best! trails.hiplc
  14. Give me varying trail lengths per point

    This is also a nice solution - pretty straight forward with the wrangles. Thanks for posting the file. I am happy to see there was not one button i missed or something like that. Another thing i did is just grouping the points based on the rand(@id) and divided them into a few groups. With each splitting off to a different trail sop. Not the most elegant way, but what the hell.
  15. Give me varying trail lengths per point

    Hi fencer! Thanks for your file - i definitely like the non linear motion version! Looks really good! With the linear version i only have the problem, that the lines get drawn the moment the particle is created. The non linear version is great though! Thanks for the help! On a side note - should it not somehow also be possible with the popreplicate? I found another thread that got a similar example using the older split pop node. Anyway - really liking the solution!
  16. Hi guys, i have been learning about Pyro from Applied Houdini and an older 2 part video on Pyro by Peter Quint. Other than that it seems that there is not that much out there. While these are good resources to get an better understanding of the Pyrosolver i really do not like the results it gives you. I think i would like to play around and maybe even animate some of the different fields.. Just to get a cooler behavior - even if its not realistic.. Is there more info on that? Unfortunately i have no scene here but its similar to your usual pyro sim.. not much to it. i would like to know how to shake things up a little or actually a lot! It feels like all the tutorials do similar stuff and also get pretty similar results.. I hope someone knows a good resource that goes a little crazy.
  17. Hello people, pardon me, i know this must seem super basic but somehow my RBD-Sim does not work properly. I wanted to have a sphere affect a a simple prefractured box. To avoid having the box fall down upon itself i selected a few bottom pieces and set them as "i@active = 0;" But in the sim - now nothing reacts to my sphere. I have double checked and the active shows up correctly in the spreadsheet in the sim. Since this is hard to explain i have attached the file. I hope someone can take a look. It is a very basic setup. I guess this is some weird bug or i am missing something super obvious (sorry, still new to RBDs) All the best! rbd_active.hiplc
  18. Having issue with RBD-SIM - active/inactive

    Hi Follyx, wow thats looks cool actually! Will download for sure. Can anyone verify if something was wrong with my initial setup? I really wanna find out about my active/inactive issue..
  19. Having issue with RBD-SIM - active/inactive

    Hi sepu! Thanks for posting - this looks nice! I just looked at the file. So the active/inactive works in this layout... does that mean that there was something wrong with the "RBD Object" in my setup? Its not like i want to use "RBD Object" but i still would like to know what i did wrong or if it is some sort of bug. All the best!
  20. Having issue with RBD-SIM - active/inactive

    Was there something wrong with the way i set up active/inactive?
  21. Having issue with RBD-SIM - active/inactive

    Hi - thanks for the quick answer! Somehow i cannot download the file hen clicking on it. Error code: 2S328/1
  22. Combining RBDs/Constraints

    Sorry, i hope double posting is alright! Actually the constraints on Matts site are exactly what i had in mind. The only difference would be having the same kind of setup, but with the boxes being able to fracture!
  23. Combining RBDs/Constraints

    Hey Guys, so i have been getting more and more into Rigids recently after steering clear of them for the longest time. Its actually quite cool but i am still taking baby steps and the sims are rather simple. I have been going over the different constraints and i am getting a good feeling for them. I wanted to take it a step further and kinda combine/mix these and ran into some problems. What i was trying to do was this: Copy a bunch of boxes with some distance between them (via copy sop) and have them "connected" via a spring constraint. Now i would also like to try to have the boxes voronoi fractured as well. So that i could basically have them swing around with the spring constraint and then be destroyed if the hit a solid object. I hope i am making sense. At the moment i am only able to do one of the two - but i would like to combine them. Could someone guide me how i would need to go about that. All the best!
  24. Combining RBDs/Constraints

    Sorry, you are right. In this case i shouldve said glue constraint (that holds pre facture together). So what i want to do is have bunch of prefactured "glued" cubes next each other connected with a spring constraint. With a single geo i could not have the spring constraint between them.. thats why i would need at least two. Sorry for the confusion! It sucks that i am not home now! EDIT: Thanks for the link, Matt! I think i checked your page but i guess i missed something important (as always)
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