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Everything posted by Noobini

  1. Random link of interest

    have been MIA for quite awhile so not sure if already posted but some nice refs here...berry berry good...promise https://academic.oup.com/pnasnexus/article/1/1/pgac026/6549457?login=false (btw, I am now a horticulture apprentice so working outside in the elements, not much 3D stuff out here but I still look at other ppl's awesome works)
  2. Soft Group Selections?

    just soft transform it ?, no that didn't answer your question directly but that's how it goes when ppl don't post their files...it doesn't help.
  3. Houdini is crashing often

    it says radeon 6990 hd was released 2011 that's a 10 yr old card...alarm bells ringing...i won't even bother to check gpu support list
  4. dunno the exact extra cost of Cat6 but if it's only a couple of bucks, say...might as well future proof in case you decide to go 10 gigabit later.
  5. oooooof...I feel your pain, why not try out a gigabit network switch first ? ~$50 for 8 port switch...add some decent cat6 LAN cable who knows, it might be sufficient for your purposes before spending big.
  6. say what 100Mbps ? shouldn't you be on the 'standard' gigabit LAN at the very least ?
  7. yeah I actually don't know the rendering process myself, hopefully some expert will chime in.
  8. in the Global Anim Options (bottom left corner), I disabled integer Frame values, step 0.01 Sim substeps 5-8 There's probably other settings which I don't know about. Simple_RBD_Collision2.hipnc
  9. partition... here's a mock up file, in group, it has groups based on attrib so you can pick from dropdown group from attrib.hipnc
  10. collisionignore with staticObject

    no worries, of course I did NOT know it was of string type...so I simply put down a collisionignore node (not wrangle) that worked fine so I simply looked in the spreadsheet and it says................................................"*" No prizes for guessing that it's not an integer but string. Just reverse engineer something you know that works.
  11. Radial text/font generator

    this is a bit old...can't remember what I did here but there's a file you can dissect...text on some path...same same
  12. collisionignore with staticObject

    here's one to ignore one but not the other ignorecollision2.hipnc
  13. collisionignore with staticObject

    here's my foolin' around, by that I implied I'm no expert: s@collisionignore = "xxx"; will not work as there's no object xxx s@collisionignore = "ground*"; will work for the ground s@collisionignore = "*"; should work for anything, i hope.
  14. Vellum- collapsing tree-

    Everytime someone said I did EXACTLY the same as the video but it doesn't work....I always say to myself....NO, I don't believe you. that's not being rude....that's from experience...think about it...if it was EXACTLY the same it would have worked. So, in vellumhair...look very carefully at your Bend stiffness...you have 10e-10 when it should really have been 10e+10 HUGE difference.
  15. Vellum- collapsing tree-

    if i could get 1 dollar for every time someone runs into this same problem again and again...i'd be a billionaire https://www.sidefx.com/tutorials/vellum-constraint-features-john-lynch-h18-masterclass/ go to 04:00:00 file included
  16. i scrolled thru to see how long the 'question' is....didn't bother to read any of it, tbh.
  17. Detangle ? quite sure there was a tute to detangle a bunch of cables...similar idea i guess.
  18. Subfragments constraints

    in assemble2, I disabled Create Name Attrib the little blocks stuck together...is that the intended result ?
  19. Houdini 17.5.229 download

    what's so special about 17.5.229 ?
  20. How would you cap this pipe?

    my guess is you're having problems with non matching pairs, without your geo, ppl would be just stabbing things in the dark...best to upload your geo, doesn't have to be the full super secret geo...clip it off and upload just the relevant part. would save me mocking up something that doesn't match yours 2tubes.hipnc
  21. RBD emission of objects with constraints

    here's an EXTREMELY simple file to see the effect. You don't need to be distracted by a billion other settings. Currently the 3 boxes are treated as 1, no need for glue or anything overly complicated. Enable Create Name Attribute in Assemble and the 3 boxes will be treated as separate entities. vu_rbdname.hipnc
  22. RBD emission of objects with constraints

    all I did is this, an assemble node that doesn't treat each cube as a separate objects, your create name Attrib treats 3 cubes as separate while if you disable it the 3 are seen as one. Haven't integrity checked all your other logic...too complicated, couldn't be bothered. rbd_constraints_mod.hipnc
  23. too long to read, just upload your file.
  24. dealing with open geometry

    polycap (or fill) + pray hard it works ?