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About RyanJP

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    Ryan Paterson
  1. 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?
  2. 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!
  3. 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!
  4. 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
  5. Super cool. Never would have thought of that. Need to learn more about CHOPs seems like they can be really helpful/interesting
  6. 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.
  7. Ugh sorry my bad. OBJ attached! Scissors.obj
  8. I got the remesh working correctly but the intersecting geometry still freaks out
  9. Sorry for the delay, got pulled onto other things. Hip attached- Scissors Test Balloon Fail.hiplc
  10. Just wondering if there are any general tips/best practices here. Running sims on some very small/thin geo and getting a lot of artifacts/broken sims. Any advice is much appreciated
  11. I'm struggling to find a good way to sim imported OBJ's that have pieces overlapping (right now I'm using a model of scissors where the blade geometry intersects the handles, hidden from view so it looks good on the surface). My first thought was to just convert to a VDB volume and back again but then I get polygonal geo and running a remesh on that is useless because the resolution is too high. So maybe there's a good node that can lower a mesh resolution and convert it to triangles? I also tried the Weld constraint but that didn't seem to help either. But it's very possible I'm not doing it correctly. Thanks!
  12. You know what I actually noticed when I imported the ABC into C4D R20 that there was a polygon selection for each section of the extrude including the side, so that worked out. The 2nd image was just an error in my Normal node (cusp angle was off). Thanks so much for your help!
  13. I do! The first image- the pattern showing up on the extrusion portion itself or the edge. The 2nd image the weird artifacting around the edges where it extrudes-
  14. Fairly new to Houdini and I feel like there must be a trick to this- how to get accurate UV's from Vellum's Post Process node for export into an Alembic. I create my UV's at the top of the Vellum chain before sim- let's say it's a grid object. The last step in the Vellum process is obviously the Post Process node where you can subdivide and extrude the object. This screws up the initial UVs as now there is way more geometry. Applying a UV texture after this doesn't work as it recalculates every frame. How can I make this work correctly?
  15. Yes this sent me on the right path, thanks! I was trying to do it in the SOP but the constraint DOP actually allows you to calculate constraints on every frame which did the trick for me. Not sure how yours works actually without selecting that option but uh... good for you I guess, haha. Also it's not necessary to change the group to Points for me :/