Jump to content

Andrea

Members
  • Content count

    19
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

4 Neutral

About Andrea

  • Rank
    Peon

Contact Methods

  • Website URL
    https://andreasbabo93.wixsite.com/sbabovfx

Personal Information

  • Name
    Andrea Sbabo
  • Location
    Venice, Italy

Recent Profile Visitors

204 profile views
  1. Amazing work! It looks really realistic. There is also some compositing/color correction or it's a rough render?
  2. whitewater - discount version

    Great sim! So I tried and I was expecting it to be more easy to do it with the flip solver, or maybe it is and I'm forgetting something. First of all you need to leave the simulation open in the +Y inside the Flipobject. Then if you go to Flipsolver-> behaviour and disable kill outside limits. So when they goes outside the volume limits they aren't deleted. Now the problem should be that they stop once outside the bounds so if you go to Flipsolver-> Under-Resolved particles-> treat as ballistic they act like particles and fall back for the gravity. The problem I've found is that if they collide with the closed boundaries they get deleted, but if you open them the flip particles below the waterline will go outside the volume limits too. I don't know if using the narrowband it's different. Probably you can reduce your bounds by half size anyway
  3. grab wire sim

    Hi, I think yes it is. As it's possible with RBD objects create constraints during the simulation, it should be possible with wires. The same principles can be applied. Another idea could be also using "pintoanimation" or "gluetoanimation" attributes without constraints, if you need to anchor it to world space or to a static/fixed object. Maybe can you post a simplified hip?
  4. whitewater - discount version

    If I've understood correctly what you want to do, sure you can. You can just use the cropped flip simulation for get the whitewater. In the whitewater solver you can specify their behaviour at the bounds (Behaviour at limits) , in your case you need to make them ballistic and maybe kill them when they are below the imaginary water surface level outside your flip sim. If you want them to float in the water where you don't have the simulation, things are a bit more complicated.
  5. In RBD packed object you can specify the exact mass for the object if you want. There are also some density tables if you really need to replicate specific materials properties, but I think it's not needed for most of the cases. No one is going to notice that it's 101 kg instead of 100
  6. It's not about moving/free falling. The density it's about how much they are affected by other forces and how much their force affects other objects. I think the easiest example where you can see the density working is by making the two spheres collide. Another example could be as in the scene file attached. For sure you don't need to have a huge difference like this density_example.hipnc
  7. In a physics class we dropped two balls in a vacuum. One was plumb and one was wood. They reached the floor at the same time because the force is different due to the density, but the acceleration applied is the same. In Houdini it's the same. You can notice a big difference if you make collide the two spheres with other objects that are not static (as the ground floor) but active. With different densities you'll see that the heavy sphere will move all other RBD objects while the sphere with low density won't move them.
  8. Hi, I've done an RBD simulation using packed low-res geometry and saved them as points. Then I've increased the resolution of the pieces and saved them to disk (the usual workflow). Now I'm loading the hi-res pieces back as Packed Disk Primitives and I would like to copy the geometry on the simulation points. I can't load them in any other way because the scene starts to be very slow. When Packed Disk Primitives are loaded in houdini, they don't show the attributes (just the path,P, and the intrinsics). For instance them in the correct way to the simulated points I need their name loaded in Houdini (I can't use ptnum). Is it possible? p.s: I've found a workaround using the name of the low-res geometry for find the correct point, but it requires an extra step I would like to avoid
  9. Creating a color parameter with Python(SOLVED)

    Hi, here it is mycolor = hou.FloatParmTemplate("color","color",3,look=hou.parmLook.ColorSquare,naming_scheme=hou.parmNamingScheme.RGBA) node = hou.selectedNodes()[0] node.addSpareParmTuple(mycolor)
  10. Particle velocity diversion

    If you are talking to do it with an attribute transfer I guess you are trying to change the result of the simulation, outside of a dopnet. In this case what you need to change is the position and not the velocity of the particles. Or are you doing it inside of dops? If this video shows something similiar to what you are trying to do, maybe it can be helpful
  11. Ocean surface problem

    When this happens usually the issue is in the displacement bound. Looks like your displacement bound parameter in the ocean surface shader isn't high enough. You should increase it a little bit, but carefully. The render will take more memory and probably more time. I usually go something like a third higher until the artifacts disappear. But it depends a lot from the scene
  12. Color propagation drives fracture/cloth

    One trick really useful is to not use just one noise, but layer multiple noises one on top of another. Different frequencies and delaying them of a few frames works well. With just one gradient/noise is hard to get this effect of propagation. Using the active attribute from SOP is the quickest option, I think. It needs to be a point attribute and you need to overwrite it every frame using "Overwrite attributes from SOP" in the RBD object so it checks if the piece should be active or not.
  13. Breaking Ragdoll Constraints

    So you have to use the name of the constrained object. In the primitive wrangle you can check if the constraint has one of the two points with the name of the hat (for example using primvertex and vertex point functions). The problem is that probably you have all the names like this: agent01/hat, agent02/hat, agent03/hat... So you need to filter the name before the primitive wrangle with VEX in a point wrangle or an attribute string edit sop. With the point wrangle: string splitname[] = split(@name, "/"); //create an array splitting the name at the "/" s@splittedname = splitname[-1]; //take the final segment of the splitted name, so "hat" In the following condition I would check if one of the two points has the s@splittedname=="hat". Or if you decide to promote it to primitive attribute you can use in the primitive wrangle: if (f@torque > 50 && s@splittedname=="hat") @group_broken=1;
  14. Breaking Ragdoll Constraints

    Hi. In Houdini 16 with regular ragdolls it works without any problems, but probably you already tried it in the past. Looking at your screenshot I see that the third input of the "ragdoll_constraints" is green. Shouldn't be violet in any case? I would say try look inside of it if the input is connected to the multisolver(violet) as usual or to the constraint network relationship (green).
  15. wire solver interacts with RBD solver

    ok! Let me know if you have any questions
×