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Everything posted by Noobini

  1. here's a very basic setup... TBH, I'd like to see you upload your effort first before I give you something. Otherwise, this forum would turn into a free Air Tasker website. However, some ppl don't like this attitude of mine...so here, explore. vu_IceCracks.hiplc
  2. or most obvious would be to feed a box into rbdmaterialfracture>Glass then start experimenting ?
  3. Vellum sliding constraint on itself

    why don't you just dissect the sliding_examples from here ? https://www.sidefx.com/tutorials/vellum-constraint-features-john-lynch-h18-masterclass/
  4. How to use references properly

    ok, cool...and I've always appreciated your input/help. Just that the comment riled me a bit at first read ....calmed down now. Thanks again.
  5. How to use references properly

    well if you wanna say I abuse things simply because I try things, okay then, not everyone has vast knowledge as you.
  6. How to use references properly

    just wanna see if a simple addition would work...me trying something is better than me doing nothing...
  7. How to use references properly

    don't {} brackets DEMAND literals only ? ie. absolutely no formulas/variables, fancy mancy anything in there, just pure literals like 0.123, 999 so @P += {0,1,0}; works fine but even with just pure literals @P += {0,1+1,0}; would fail coz of a formula in there so you see how strict it is. EDIT: oh hey...just found that @P += {0,`1+1`,0}; actually does the additiion !! wohoo...
  8. Nonlinear texture stretching

    so i thought, instead of merge, why not boolean ? vu_sphere2.hiplc
  9. Sparse Pyro Upres H18

    hey @k2p8, haven't done much pyro myself but reckon this would help so i'll say TIA. btw, what's your machine specs for the sims in the vid ?
  10. Nonlinear texture stretching

    i don't quite know how to do it UVly....but geometricly/visually...not that hard. adjust uniform scale in transform1 vu_sphere.hiplc
  11. absolutely no idea why you'd want to make your post HARDER to read
  12. BIG FBX import problems

    here's a free sample catia object from turbosquid, i used max to convert to FBX, then Houdini imports fine...whole workflow should take seconds, not hours. So until you can handle this simple file...no point thinking about a "gigabyte" file. Washer_SS_(7-8_ID).zip
  13. BIG FBX import problems

    well try your workflow on a single sphere, see how you go. Yeah that sounds ridiculously simple, but that's my approach. at least I won't have to wait for hours for something to comeback...or at least I KNOW it should not take hours.
  14. http://www.cgchannel.com/2020/05/review-amd-ryzen-threadripper-3990x/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+cgchannel%2FnHpU+(CG+Channel+-+Entertainment+Production+Art) Houdini got mentioned about half way down
  15. http://www.cgchannel.com/2020/03/10-expert-tips-for-better-houdini-flip-fluid-simulations/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+cgchannel%2FnHpU+(CG+Channel+-+Entertainment+Production+Art)
  16. Vellum Cloth Collision

    works... VellumRBDtest_works.hiplc
  17. here's one way to deal with it... if you adjust V in popgroup1 towards 0....the more closer to 0 the more it behaves like the orig file. vu_rdb_turbulence_v01.hiplc
  18. Vellum Cloth Collision

    Vellum + RBD collider, works.....
  19. Vellum Cloth Collision

    if you obj came from an RBD sim, simply unpack it. Simples. yeah, me rude.....SNORRRRT.
  20. 2D shapes boolean issue...

    div, remove share edges ?.
  21. Vellum Cloth Collision

    just works... i still don't get ppl's attitude to wanting help but don't want to upload their files...f'kin annoying. vu_shirt.hiplc
  22. "Join SOP" issue...

    use polypath instead of join
  23. vellum weld selected edges

    but......it just works... vu_Weld.hiplc
  24. OdForce forum backup

    haven't used this for ages...but from mem, it worked well, naturally it takes a bit of time. http://www.httrack.com/
  25. one...better than nuthin' pig.hiplc