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Em_Fn last won the day on May 26 2018

Em_Fn had the most liked content!

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  1. Thank you! I will definitely have a look a those
  2. Hi pxptpw, that's super useful, I didn't know about it, thank you so much! I was hoping to give the guides some more movement when it reacts to the collision object, would you advice using the wire solver or the guide simulate (I wasn't sure if I had to use both, I watched the fur masterclass and it seemed to use both). And do you know any good resources to learn simulating fur (guides) or the wire solver in general ? Thank you!
  3. Hi, I have been playing around with the wire solver for the first time. I tried to use it with some guides I created , I think it's a bit fiddly to set it up nicely but I could not figure out why at around frame 60, the sphere that's supposed to collide with the guide started stretching the guide and pulling them which is not what I wanted , is it something to do with the collision object or the wires themselves ? FUR_003.hip
  4. Hi, this is the first time I have used crowd in Houdini. I need to simulate a pile of bodies and then the pile will get swiped by another object I wonder what's the best approach for this. I tried to animate the active value but when it reactives, the body explodes instead of carry on siming this hip file only deactivate and reactivate but it still doesn't work. ragdolls.hip
  5. Hi all, I am currently a student in the UK , graduating in June and have been contacted for potential freelance work (and asked for my hourly rate). I have never done any freelance work before, so I have no idea what the current rate is like and how I should be approaching this. I am happy to do it at whatever rate as I am still building my showreel, but I think it would be good to understand a bit better at how this work, and I am just wondering if anyone can give me some advice or information or point me at the right direction to research on this matter. Thank you very much!
  6. hi vtrvtr!thank you for your reply! I am trying to create a little rocky ground generator, which the rocks will be proceudrally generated so the user can change different parameters, but i want the user to be able to change each rock as they wish after the rocks have been iterated (to be scattered on ground) sort of like copy stamping and adding randomness to the attribute so they all look different, but I don't want them to be random I think the MultiParm Block type is a way but if there's a lot of rocks I am not sure it will be very efficient as the user will have to find out which number is belonged to the rock
  7. Hi all! This is the first time I try to create an asset in Houdini. I am just wondering if there's a way to change the parameter on selected object. I am currently changing the parameter for each object by using its iteration number, can I reference the attribute of a selected object and put that as the name of the parameter in the parameter interface? This is what I have now: I have to create a parameter for each object in order to change them separately I want: (only one parameter but the name updates depends on which object i choose ) I have this attribute 'value' that is different for each object, and the values is the same as the iteration number I thought maybe I could add this value at the end of the name , so 'pebble'+'value' and that would give me the name of the currently selected object. However, I have no idea how to do this. is this possible? Thank you very much and sorry if this is confusing to understand ! odforce.hipnc
  8. Thank you so much ! That solved my problem , caching the position every 10 substeps I had to also add || @Frame == ch("../../../startframe") in order to get the position before the start frame, as I was using the intersect function and it was firing the ray from the origin to my starting positions.
  9. I just compared my file and yours, I realised the problem is the substeps, I used a substep of 10 in your file and the same issue happened, how could I fix this problem?
  10. I am currently using a sop solver to update the position the position of some points based on the current position. I need to save the current position as a new attribute to calculate the distance between the new position and the current position. My approach was to save the attribute out before I do the calculation, so that each position will be saved as an attribute before the calculation. However, the doesn't seem to work I did : v@prevPos=@P; my calculation which is v@P+=@V*timestep; v@nextPos=@P; as you can see, the @prevPos in frame 2 should equal to @P in frame 1, but it doesn't?
  11. This is my first time rendering in Houdini (Mantra), I have been trying to learn how to optimise my renders. I have looked at the documentation and it recommends adding direct and indirect samples image planes. I am not sure what to do with the information provided by them. What do these numbers refer to and how can I use this information to reduce noise?
  12. I am quite new to Houdini, I came across this video and is so impressed by this video. I have looked at some folding techniques like the ones on cgwiki etc, but I think this one uses a different technique? I am not too sure how to achieve these effects, , the video is quite low res so I think some of the nodes used I don't even know about. Would anyone be able to help me with the workflow, it's seems like he animated the line with points and do some sort of extrusion ? I have seen videos that use polygon but this one seems to be doing something else. and will the UVs be maintained? ,
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