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m-egger last won the day on July 4

m-egger had the most liked content!

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About m-egger

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  • Name
    Martin Egger
  • Location
    Ludwigsburg, Baden-Württemberg
  1. Can't Bake CHOP in H16

    On another try, on another day, I also found the cause why in my particular case, the context menu option wouldn't work. The following checkbox was disabled: After enabling this and setting the frame-range manually, it worked.
  2. Can't Bake CHOP in H16

    I've also had the same issue. After contacting the wonderful support though, they informed me of the existence of the Bake-Animation-ROP, which I had no idea about. It does the trick perfectly with the option "Animation from Parameters". You just have to type in the channel names.
  3. Mother Nature's Power

    After being recruited, you received it through DM anyway... but for anyone else interested, here it is: https://gum.co/FKghv (Again, it's just an .HDANC, but it's easy enough to rebuild for commercial) Also, here is another tool I built for redshift to break up repetetive textures: https://gum.co/sDNppQ
  4. Simple Tree Tools

    By the way, just found this interesting tip on the Think-Procedural Discord: This option displays curves with @width without the need to create geo! Might be helpful instead of creating the preview-lines the way you do.
  5. Mother Nature's Power

    Another Tool that I build some time ago was a particle to debris tool. Just something to save myself from doing for the one-thousandth time. It automatically creates debris pieces from a simple box shatter and instances those particles onto incoming particles. It detects whether pscale/id is present and does all the stuff you would normally do for each debris sim. It also normalizes the volume for the debris particles (with some fancy math) so the distribution of scale can be handled cleanly through the pscale on the particles.
  6. Simple Tree Tools

    True, a video really helps. But the provided example file already demonstrates exactly how to use it, it just doesn't advertise it, unfortunately. Nice, looking forward to the update!!! :))
  7. Mother Nature's Power

    This is a universal fracture-solution that I built to give me interesting results in a more light-weight way than the material fracture. It essentially gives really natural chipping and piece detail. I developed it for the coal plant falling. Unfortunately, it sometimes lead to pieces having zero volume, causing major issues in Bullet sims, but a simple analysis and fix solves that too. @Noobini, this was the culprit. And this is the origins and the core, a looped voronoi with variable densities and iteration count. It yields really good results for structural geometry like buildings. And also a subfracture tool that I built which analyzes the pieces and fractures the ones above the average (+-percentage). Red is the selection, white are pieces eligible from size, but randomly deselected and dark grey is the pieces that are too small.
  8. Animate RBD in 2020 (Strict Follow Input-Position)

    Yes indeed. But at least analyzing the pre-built Guided Simulation gave me a clue on how to do it properly for myself. I think I'll go the route of soft constraints on the guiding geometry that's now animated. Like invisible tentacles that pull the structure down. Seems the most controllable/natural after first tests. And just to document another interesting thing with the pre-built guide feature on the Bullet SOP-Solver here: The guiding only works input geometry with primitives. I wrongly assumed it could handle it sort of like a point deform, but it just pulls the pieces apart towards the points in a weird way.
  9. Bullet Pieces stuck in air as inactive (SOP-Solver)

    Yes!! This is the point, thank you! I must have searched really poorly to not have found anything on this before - at least it's documented in one more way now. The pre-fractured geo was indeed sliced up by "funny buggers" a custom fracturing process with multiple voronois over the same geometry (I love the fracturing result though), and it apparently caused certain pieces to have no volume at all. All this also translated through the simplification-setup which placed spheres with the same volume as the fractured piece at the centroid. *Facepalm* I wish I could buy you a beer! Thank you so much.
  10. Hello, I'm currently struggling really bad with completely unpredictable behaviour of the Bullet Solver and am completely out of ideas with how to debug it further. I'm having a large structure fall into a sinkhole and my current test was just about letting the whole thing drop to the bottom. Now what happens is that certain pieces just get stuck in the air and it seems that no amount of attribut cleaning can fix this. I've had this happen earlier in this project, but also faced it on previous ones very arbitrarily. Currently it's stopping any progress, however, hence this cry for help. This is one of the cache-dailies, without constraints, that demonstrates the issue best: This is a screenshot: (((Ignore the ground, it's a seperate sim and just serves as a backdrop here, not affecting the sim, the whole structure SHOULD just drop straight down))) If I glue the pieces together, the thing just sticks in the air and only the bottom rows fall: I cleared all attributes on the input geo, on the constraints, rebuilt the constraints from scratch, all the same. Has anyone else come across this? I tried on 18.0.460 and the latest 18.0.499, completely clueless. Could this be a bug? It seems so arbitrary. This is the setup in it's simplest form: Same thing happens, the whole thing just gets stuck in the air as soon as the pieces are connected by the constraints. The constraints are setup with the default configurations of the RBD tools, the attributes on those are nothing out of the ordinary. I can't seem to be unable to upload anything but screens here, so I put it here: https://gofile.io/d/g6XdaY Thanks for any help, Martin
  11. Simple Tree Tools

    Man, I can't believe how unnoticed this has stayed. This is an amazing toolset. It's so powerful, polished and nice to use! I unfortunately don't have a use for it at the moment, but I will definitely keep it on my shortlist as soon as any sort of foliage task comes up. Thank you for developing and sharing this! (Edit: I might think it's very hard to find due to the concatenated name. When I searched for this again after discovering it in the past, "Simple Tree Tools" would not turn this up at all unfortunately. Learn something new about Search Engine Optimization every day, haha...)
  12. Animate RBD in 2020 (Strict Follow Input-Position)

    Thanks noobini, still looking good!!! I will take a look at it first thing in the morning. But to document/answer my own question from before: I also just found out that it is viable to set the RBD attribute "animated" to 1, however, it will only the effective when "active" is 0. Just that now again, the constraints behave quite uninterested in the animation, haha.
  13. Hey, since I didn't find anything on the matter that's less than 7 years old (And not even the mighy tokeru-cg-wiki having a post about it) I thought I'd ask for some updated insights. (I'm currently struggling getting a huge coal plant to fall into a sink hole. Now the ground I just did seperately as a guiding sim and now I want the coal plant to follow this ground in the fall down.) What I'm trying to do is get the pre-ran RBD sim as collision objects or static colliders and attach the coal plant RBD pieces with constraints to those falling guide pieces. Is there any way to do that? I was just looking around the forums (here and sideFX) and I found really little about the topic. Doing some RnD I got frustrated quite quickly because after all possible combinations of "animated" & "deforming" attributes set and collision object yes/no and constraints that I could think of for a couple of hours, the best result that came out was this: The test scene is attached. rbd_animate.hipnc And that seems like I'm really not getting behind some science there. Here, I'm updating the position inside the Bullet-Solver-SOP with a POP-Wrangle to the input, but the constraints get screwed up too. Since I'm trying to stick with the Bullet-Solver-SOP (for a couple of reasons), I'm also having a hard time getting a custom constraint SOP-solver into the mix to update the constraints seperately. I'm sure there must be a cleaner way (with the animated attribute) though. Any leads? The documentation is really sparse on this end. Thanks, Martin
  14. Hello! I thought I'd create a thread to document some setups on our diploma project here. We're studying Animation at Filmakademie Baden-Württemberg and we'll graduate March/April 21 and are working on a concept for a social spot promoting green energy with serious VFX. We're currently 15 artists on it, but a lot of them are only on it beside their job, so it's way less actual manpower, but over the long production time we're still looking at some good potential. And with a bid of 500 man days, we've got our hands full. Here's the initial concepts for our three key scenes: 1) An oil rig being crashed by an iceberg, 2) a coal power plant collapsing into a sinkhole, and 3) a giant volcano erupting and transforming the landscape into one of natural sources of energy. We've built a few pipeline tools to make our work easier, here is a couple of the one's I'm really happy with: This one features a lot of python and optimizations for really cool features like progression tracking as comment. (It is a bit crashy sometimes due to Houdini+Windows issues and support couldn't help me, hopefully it gets fixed someday.) All credits to my colleague Lucas Bruchhage and Dominik Lingenover (DMNK) for setting this lifesaver up. Once we are done I am very happy to share the tools. Cheers, Martin
  15. Woohoo! Managed to fix this by accident. And finally figured out how the python server works - kind of. This is the setup and it fixes the issue completely. The gen_range detects the duration of the ticker from the settings on the HDA and the wait does a simple time.sleep() while the update_comment then does the fancy updating I want. Pretty much the same code as before with a few tweaks. I'll rename the topic so that it might be found by others having similar issues! Cheers, Martin