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    Mountain Goat

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  1. Yup, and it's with Arnold I'm having issues with, not karma. Karma renders it out just fine.
  2. Hi, I'm trying to render out some simple points (rendered as spheres) with Arnold in Solaris. Looking at the Arnold documentation, this should be a simple one-step solution but so far I had no success. There's only a single checkbox under the Geometry SOP and no other options than that. I'm able to get the camera blur however. Any input would be appreciated. Thank you.
  3. If you're doing remeshing of any kind for your geo before the sim, make sure to cache out the initial state. The Remesh SOP on its own should do the trick. You could always go higher res from a lo res mesh post-sim (unless you need to keep the topology). Also if you're adding vellum constraints such as pressure, it will significantly increase the sim time.
  4. Looks like the thickness value isn't accurate? You can view the collision object's thickness in the dopnet. If you don't set your own thickness, I believe it defaults to 0.1 or something like this.
  5. Hi Ben, Thanks for that, it's super encouraging to hear all this! I'm more interested in the VR field, and I guess my initial mistake was thinking that the two (games and VR) were very similar, if not the same. The problem is that I very much enjoy doing FX (I'm currently an FX TD), and I feel like there aren't too many VR establishments who need a real-time FX artist at the moment. I'm not sure if I'd enjoy stitching comps or pushing out low-poly assets and don't want to regret leaving the VFX industry for that. As I'm writing this, I'm guessing that everyone starts off on one way or another by doing aforementioned tasks, and moving up to doing FX for example?
  6. Hello fellow Houdini users, I've been thinking of changing industries from VFX to real-time (games or VR) and wanted to ask if any of you have had similar transitions and if you could share that experience? I'm also aware that there are tons of game/Unity tutorials from SideFX and other sources available online, but I've yet to find any that are specific for VFX artists. And also because of the abundance of material, it's pretty overwhelming to figure out a good starting point. If you can share some resources that would be great. Thanks!
  7. Thanks for the hip file! I was also wondering if there's a way to find the best fracture threshold value or if it's just an arbitrary value that I need to test out?
  8. I've tried setting the attribute in a wrangle without any luck. Is it a point or prim attribute for these? I think I also read somewhere that they are vertex attributes.
  9. Hi guys, I wanted to do some soft body ripping effect and FEM seemed to be the best tool for the job. I'm having trouble holding the fractured pieces together until impact however, and it immediately breaks apart when gravity is active. Do I need a constraint to hold the pieces together like as one would with a typical RBD/Bullet set up and break them in a SOP solver? I figured that the fracturethreshold attribute is the clue, but I tested with values as high as 20000000 and as low as 0.00000001 with no visual changes. Thanks in advance!
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