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About Hyrulean

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  1. Avoiding instancing interpenetration

    Thanks guys! This is exactly what I needed!
  2. Hello everyone! I am trying to do a simple thing but it seems like I am missing something. I want something similar to this: But instead of controlling it by pscale, I would like to take the bounds of my instancing objects and make them get away from each other if the bounds of the instanced object is bigger than the distance between the points, or maybe deleting them as well. I am trying to do this just to scatter some crowds in a field, is there is an easier way to do that, it would be nice to know as well as I am quite new to crowds. I am attaching a simple example file of what I am trying to do. Crowd_RND_01.hip
  3. I am quite new to vellum, but I searched this for a while and couldn't find a good answer to it, so hopefully someone here can help I have several small pieces of cloth that collide with the ground and animated characters, somehow single points of my cloth seem to get attached to the colliders and fixate to it, stretching out. Any ideas?
  4. I am working on a shot where a very viscous fluid hits a character. Everything is working great on the sim and giving me look I need, but I was wondering if I could add a "stretch limit" to it somehow. Like "if it stretches by x amount, break it up into smaller pieces" without losing the viscosity much or getting it back after the breakup. I am not sure what attribute I could reference for that (if there is one). Help me odforce, you're my only hope.
  5. I have a feeling this might be a dumb question, but I have been stuck on it for a few days now. Or maybe not so, as I've been looking countless treads here, but none really solved my problem. I've got a really simple setup, pop curve force guiding some rbd objects (I also tried doing it with points and copy stamping after sim to the same result). At a point in the sim the vectors start to point outwards: What I would need is for their direction to be always facing forward as they are at the start: I've had some luck with using pop torque, but still not what I need. I've attached an example file and the curve alembic. RBD_Directional_Vectors_Curve_Force.hip curve01.abc
  6. Cloud timelapse approach?

    Thank you very much for all the answers guys! Atom's Method worked really well
  7. Cloud timelapse approach?

    My current method is using a geo, cloud sop and cloud noise to get the clouds working. I tried changing the shape of the src, but it didn't quite give me what I wanted.
  8. Hey Guys! I was wondering how I would be able to achieve this: https://www.videvo.net/video/blue-sky-and-clouds-timelapse/2299/ I've found a few ideas around, but I was wandering what you guys would think is the best approach? I have tried with a sim but it feels like what I'm missing is a good way to have the "shape shifting" of the clouds work. Thanks
  9. Pop Grain issue! Please help!

    Thanks man! This worked pretty well!
  10. Pop Grain issue! Please help!

    Thanks guys I'll give it a try tonight
  11. Pop Grain issue! Please help!

    I used a pop speed limit with a lower and higher speed, would that be the same as using a pop wrangle for it right? I never used chops, do you know any place where I can learn to do that?
  12. I've been stuck on this for a couple of days now and would love to hear you guys' input. I have close up shot were a character's feet is pushing through snow up to his ankles. I decided to try grains for this (it's my first time really using it) and to get the snow together I used the constraints set outside in the grain source. Mostly the sim is working as intended but I'm getting a lot of unwanted fast movement from some particles (as if they're trying to keep the constraint but not really keeping it, so they pop in and out, and that results on a flickering on the meshing. Did anyone come around this problem before? I am up for any solution at this point, even trying another method.
  13. damn I might be a few years too late hahaha
  14. You're on the right track. You can just use convert vdb right after the pyro to convert it from a houdini volume to a vdb, then use another convert vdb to get the polygons. There is a tutorial that goes a bit more in depth about this, specially the shading: is this what you were looking for?
  15. HP OMEN 880-139

    Thanks Bathyscaph