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About Nippelmanius

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    Matti Brandmaier
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  1. destroying animated geo

    hello, i am currently doing some r&d for a bigger project in which i have to destroy certain parts of a transforming building. so i started to animate a building-like shape with a growing collider inside, so I could start researching how to fracture and constraint animated geo and destroy just the parts that really get hit by a collider while the rest follows the animation. it worked out quite good, but now i got to the problem that even if the destroyed pieces are laying on the ground, they still sort of follow the overall animation. I tried to put deforming to 0 in a sop solver inside dops after reaching a certain speed but that didnt really help at all.. can some of you give me any advise? thanks in advance! animFracTest.hip
  2. Workstation Build

    Hey Samsin, I would spent less money on a motherboard and invest more into lots of fast storage. Xeon's in general are build for servers, which means they are somehow better for an "always on" system. Besides, they don't have a build in gpu like the i7 processors have. I dont know, when youre planning on building a system that has to handle days of continouos rendering, I would go with a xeon + ecc ram solution. (ecc ram is build for servers as well) But if youre not planning on doing highend renders which may take days or weeks, I would consider a combination of a Gigabyte GA-B250M-DS3H + Intel Core i7-7700 + 64GB DDR4 + gtx 1070 + a hell lot of pretty fast storage I personaly have a 16 core 32 thread dual xeon system, 'cause I do lots of huge simulations and long sequence rendering.. it depends on what you are up to with houdini.