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About RyanJP

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    Ryan Paterson
  1. Vellum drape worked perfectly here- nice and simple solution. Thanks!
  2. Helloooo just trying to make it so my hair doesn't have to fall into place every time i start the sim. Thanks!
  3. Tried to open this today and now it magically crashes every time Teeth_Leak_5.hiplc
  4. Attach Hair To Animated Geo

    Ah beautiful, I had been doing that separately at first but it wasn't following the animation. The trick is to do Guide Deform and then pin the points. Thanks so much!
  5. Hi I'm trying in this setup with the Guide Deform SOP but as you can see it really is not working. Please help! Hair Fallout.hiplc
  6. Restore Deleted Shelf Tab?

    It was still there, just wouldn't load. I reinstalled RS and Houdini and it worked. Still... seems like there should be a way to fix this more easily, or load shelfs from another computer, etc.
  7. I accidentally deleted the Redshift shelf tab instead of closing it. How can I restore it? There doesn't seem to be a way to load a shelf file from disk
  8. Controlling FLIP Emission

    Figured it out, just had to clear out the SOP Path in the FLIP Object
  9. Controlling FLIP Emission

    Hello, I'm just experimenting with FLIP fluids for the first time and was wondering- is there any way to prevent the initial "glob" of liquid that emits on the first frame? Ideally I'd like the emission to start at nothing and then gradually build into a thicker stream. When I uncheck "Create Particles" in the FLIP Source node it removes the particles from the node, but has no effect on the sim.
  10. I'm using a POP VOP to add some noise to my vellum geometry, but it keeps sticking to other geometry when it collides. I assume this is because the geometry is displacing before Vellum can catch it, and by the time it does it's already intersecting. How can I make this work correctly?
  11. Copy To Points/Normals

    Yes! Ah I was so close I just couldn't figure out how to reference the point I was creating. Thanks!
  12. Hi this is pretty simple and I feel like I used to know the answer but it has escaped me. Here's what I'm doing- I made a box, then I created points at the center of each primitive using a wrangle, then I'm using Copy To Points with another box (so there's a "clone" in the center of each primitive of the original box) works great, HOWEVER, I can't figure out how to retain the original Normal when I create the new points to clone onto, so my clones aren't rotated properly. Please help me learn this once and for all. If there's a simple function I could call within the Wrangle that would be perfect. Thank you!
  13. Hi I'm trying to use the instance object to make different spheres on my different POP groups but whenever I assign the Instance to a specific group I get no result. Only works with no group specified. Surface Advect Final.hiplc
  14. Super cool. Never would have thought of that. Need to learn more about CHOPs seems like they can be really helpful/interesting
  15. Very cool very cool. I think I can learn a lot from this file, thank you! I just have a couple questions for clarity- 1) The assemble node is taking the broken up geometry and creating packed primitives from it, correct? Essentially splitting all of the unconnected geometry into individual parts? 2) The blast nodes then isolate the geometry into 2 streams 3) Unpack makes the geo editable again 4) Convert from packed to.. polys? Is this standard workflow when working with PP's? 5) The Boole I get, that's a really good idea 6) And then... the CHOP Net. I'm not really understanding the purpose of this. So is creating packed primitives the best way to approach this type of geometry? I'm fairly new to Houdini and I've been spending most of my time learning about the "cool stuff" like liquids. particles. etc. but now is time to get into the nuts and bolts of best practices so I can use it comfortably in production and solve these type of technical problems. I really appreciate you taking the time to help me understand. Again, thanks so much.