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About existenceproof

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  • Name
    pete kearney
  • Location
    new york
  1. Vellum Groups in Houdini 19

    Hey all, In the past I've set up primitive groups and then applied forces to specific vellum objects inside of the vellum solver. However, the same set up isn't working in houdini 19 for some reason, did something change? File attached to illustrate what I mean. Thanks!! VellumGroupTest_v01.hiplc Edit: Looks like Pop Speed Limit requires a point group
  2. FUR. HAIR. Deform Groom using Sim curves?!?

    Out of curiosity, did you find a faster way Janis?
  3. Offset Carve Line Animation

    Well, I wasn't googling hard enough. Here's the solution:
  4. Hey All, I'm looking to create a stroke on effect with multiple lines offset in time. I found a thread here that showed a technique for offsetting animated points in a foreach loop but I wasn't able to get it working with my current set up. I believe it's because the point number is changing due to the carve sop but admittedly I don't have very much experience building something like this. Attached is a file, I'd really appreciate any help or advice. Thanks! Line_StrokeOn_v01.hiplc
  5. Vellum Cloth and Grain Interaction

    Thank you both!
  6. Vellum Cloth and Grain Interaction

    Hey Tomas, thank you for your quick reply! So if I want sand that is that granular, how would I get it to collide with the cloth? Is my best bet to give the cloth thickness in post or is there a better way?
  7. Vellum Cloth and Grain Interaction

    Hello all, I'm attempting to combine vellum cloth and grains on the sop level but a few things look strange. When I merge them before the solver (like I've done in the past with multiple pieces of cloth) it looks like the grains add little square boxes onto the cloth mesh. I'm guessing these are the grain constraints but I'm not sure. Also, when I run the sim the grains stay above the cloth, never actually colliding with it. I assume the two things are related but I haven't been able to sort it out. Does anyone have any ideas? Thanks in advance. Vellum_ClothandGrain_01.hiplc
  8. Hey all, I have a simulation of two pieces of vellum cloth I've glued together. After the sim I would like to snap the points together to make sure there aren't any gaps. It looks good on the first frame but once it starts moving the points update and cause a flicker. Is there anyway to snap the points and keep them snapped? Or is there a better way to do this? I've attached a simplified file, the original sim has more points and is more tangled unfortunately. Thanks! Snap_Vellum_Points_01.hiplc
  9. Natural Wind Movement on Vellum Cloth

    Thanks Noobini! I haven't used the planar patch, that works really well. I think I will adapt your naming convention as I tweak until I end up with really_really_really_really_really_ridiculously_ simple_flagwind_01
  10. Natural Wind Movement on Vellum Cloth

    Hello all, I'm looking to create a wind force that flows through vellum cloth in one direction. I feel like I'm getting close with offset on a pop force but it seems like the wind is moving the cloth uniformly all at once and I can't figure out how to fix that. I've attached a reference of the flowing cloth I'm trying to create and a hip of where I'm at. Any help would be greatly appreciated! videoplayback2.mp4 Simple_FlagWind_01.hiplc
  11. Is there a way to turn off Edition watermark in MPlay?

    Figured it out! In the render flipbook dialogue you have to change the render option to Current Beauty Pass instead of Current Viewport.
  12. Is there a way to turn off Edition watermark in MPlay?

    Nonetheless, is there a way to save an image sequence without it printed in the bottom corner of every frame?
  13. When I render a flipbook in 18 a water mark from the viewport shows up that reads Indie Edition. This wouldn't be there when I was in 17 but I don't remember if I found a way to turn it off or if by default it was off. When I save out the image sequence it's still there. Anyone know a way to get rid of it? Screenshot attached. THanks, -Pete
  14. Scale Pile of RBD Objects Over time

    Hello All, I'm looking to create a pile of RBD objects that are emitted and scale over time. I was able to get relatively close by watching a few tutorials and finding a thread on here where a similar question was asked. However I don't have a lot of experience with dynamics and I'm having trouble dialing in the effect. Attached is a my project file. My specific questions are: 1. I'd like the RBD objects to start very small and then ease out to a specific scale. Is this possible with Vex? 2. As they get bigger they get pretty unstable in my file. Which settings are causing them wiggle and explode? Thanks! RBD_Emitter_02.hiplc