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About coljwood

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  1. RBD Transform Pieces

    Hi guys, Playing with some RBD stuff for the first time and having a little trouble using the transform pieces SOP with my setup. I'm creating geometry from scattered particles, creating a sphere proxy for my collisions and the setup all seems to work fine (although this doesn't mean i've set it up correctly). I'm bringing point transforms back in which also looks good but the transforms don't match when using the transform pieces SOP. Probably something i'm overlooking (maybe to do with orient attribute on incoming geo) but i'm at a loss as to what at the moment. Name attribute seems to match on both so i'm not sure it's that unless setup incorrectly. Also, the way i'm copying geometry to points means is by scattering each frame, so my transform pieces only show on their corresponding frame - a workaround for this would be great. I'm thinking a Solver SOP and merging last frame with input geo off the top of my head. HIP file attached Thanks! RBD_Test.hiplc
  2. Looking for some production tips for simulating hair on a character with accessories such as glasses. I want to get some nice, accurate collisions with the glasses but first issue I am having is that the animators have keyframed the glasses, so despite initially grooming around the glasses the guides intersect first frame of animated geo. Second problem to solve is that the hair generation interpolates through the glasses and not ‘around’ the glasses (guide collide with vdb doesn’t work too well, especially when trying to avoid collisions with the skin as well) Final thing is not accessory related, but when simming I get this underwater/floaty effect as the constraints try to return to position (all vellum btw). Any tricks to avoid this? Thinking about using plasticity for something more natural but not sure how to manage continuity between shots. Any pro tips would be appreciated!
  3. Direct Modeling HDA

    Maybe you are not earning anything because of your pricing structure? You continue to ignore feedback from people who are your actual customers, who have bought the plugin from you already and have enjoyed the plugin - and now we are giving constructive criticism over your pricing structure and strategy because it is not ethical and quite honestly you just seem to be making things up as you go along. 'Closing the sale on Gumroad' is another perfect example of how you have the wrong attitude towards this situation.
  4. Direct Modeling HDA

    Hey Alexey, As I commented on the Facebook post, you have a right to price your work at whatever you want. What you do have to consider is that consumers don't take a decision to part with their money lightly, and what we especially don't like is to part with our money and then feel like we haven't got what we bargained for. My grievance is that I feel like releasing an upgrade just months after the previous and then expecting the user to pay almost full price is just wrong. I can tell you now that if I knew there was another release around the corner when I purchased (that I would have to pay for), then not only would I have not bought the plugin at the time, but i'd likely not purchase at all knowing that my version may be out of date in a couple of months. It seems other users are in an even worse situation than myself, in where they were previously promised a free upgrade and have since been told they have to pay. You can't just move the goalposts when you feel like and expect other people to be happy with it. Set your prices however you please, but my friendly advice to you is that if you keep doing things the way you are doing, then you will soon be in a position where very few people will buy from you. Reputation is everything! If you really want repeat business from existing customers, then do some research - maybe introduce a maintenance system or licensing system so that is there is 100% transparency over what they are getting when they purchase. One final note and just a little food for thought to help you see where the frustration comes from - your plugin is just under half the price of Houdini itself, and now you're telling me that my version is out of date after just three months of release (not just the purchase date, but the actual release date!)? I'm about 10 months into my Indie license, and since then i've had Houdini 17, Houdini 17.5 and who knows, maybe i'll even get a couple of months with Houdini 18.
  5. Hi guys, How can I use a group created before the creation of my vellum constraints, on the constraints themselves? Following the Entagma animated constraints video, I can create a group between the constrains on my constraint geometry (attached - essentially instead of creating this group here, I want to use one already created) and it will work fine, but ideally I want to work with groups i've already created procedurally on my geometry before setting up the vellum constraints. Can't share the HIP file atm i'm afraid but hopefully enough to go on here! Cheers!
  6. Absorb FLIP fluid into surface

    Hi guys, I have a FLIP fluid that runs along a surface and just wondering how I would approach making a natural looking absorption into the surface? Basically as if it was absorbing into cloth. I plan on creating a wetmap which should help the effect, but not sure what the best approach would be to remove the fluid. Would it be as simple as killing particles based on life (and if so, in DOPs or at SOP level?) or would this look a bit unnatural? I tried creating a sink object so that I could activate it at a specific frame but couldn't get it working using the shelf tools. Not sure what I was doing wrong here (being awkward as usual and have no HIP file at the moment, sorry) Any help would be appreciated! Cheers, Col
  7. Help with custom smoke velocities

    Thanks Atom, managed to get great results using a variation of this technique! I ditched the separation idea in the end anyway and just had the smoke morph straight into the target.
  8. Help with custom smoke velocities

    Hi guys, Wonder if you can help me with a custom smoke effect i'm trying to achieve using the pyro solver. I've done a lot of digging but don't think my knowledge is quite there to piece everything together yet. I've attached a crude diagram (which may not actual prove that useful) to try help explain what i'm aiming for. Basically, when my smoke is emitted I want it to avoid, or better still flow around area B (using a custom velocity field?). However, the tricky part is that I also want it to draw trails of smoke into, and eventually fill, area A (maybe with some curve forces to draw it in?). I need it to be very clean and have a noticeable separation between the two areas. Finally, a 'nice to have' would be to have this happen during the simulation, so initially the smoke will flow over the entire area, then area B will push the smoke out and control the flow around it, while area A slowly draws trails back in to fill it. I thought i'd be at a level now where I could piece things together to achieve this but had no luck. Any help would be appreciated! (had trouble including the attachment so linked for now). Cheers, Col
  9. FLIP Fluid collisions with fast moving container

    Hey man, just found this post when searching for something else and realised I never said thank you for this! It was much appreciated. We had to go down a live action route instead for this due to time constraints but will definitely keep this in mind for the future. Out of interest, would POP fluids now be a more viable option for something like this?
  10. Hi guys, Been having some issues with simulating fluids in a fast moving container. Basically, the fluid needs to act as if it is water within a bottle that is being shaken. Previously, i've attempted this with slower movement and the collisions worked pretty well (with 14 substeps on the DOP network however) but the fluid movement didn't look very natural. We are also trying to match the simulation to some footage so the movement on the bottle currently seems pretty accurate in relation to that footage. I've done a lot of reading up on volume loss etc (which is the current problem) and tried a lot of the workarounds. Scaling the scene up (in fact, i'm currently scaling it down to real world size with a null) helps keep the volume but the fluid doesn't behave as it should based on what I can see. I've attached a HIP file with my current setup. A lot of the settings are just the latest settings i've tweaked with so it may be better to reset to default. A low particle separation is quite important as we need this to be detailed, but obviously the simulation times need to be manageable for now. We also need to slow the simulation back down afterwards for a slow motion effect on the shake, including a speed ramp for further slow down towards the end of the shot. Additionally, we need to to mesh the fluid so any advice on this would be great. The previous problem we've had is preventing intersections with the container when rendering with Octane in C4D. Any help would be appreciated and if i've been too vague then I can give more info if needed. TeaSimTest07_Odforce.hiplc
  11. Explosion effect with particles

    Hi guys, Wonder if you can help me. I'm looking to achieve this sort of effect with particles in the attached image. I've spent some time playing around but I just don't know how to control particles well enough yet for this. In my mind I had it planned out like this: Initially use a small number of particles emitting from the normals of a sphere with a random velocity. This would create the clusters and form the large particles. I was thinking of using a turbulent noise to 'cluster' the particles and then randomising the velocity with an expression but couldn't get these to work (mainly because I don't know what i'm doing). Follow these larger particles with 1000's of smaller particles Add colour attributes to particle groups (I'm lost as to how I would achieve this. It would be great to have lots of control of the colour). There is obviously smoke in this image also which i'm not too worried about at the moment, but it would be great to achieve this in the future by emitting it from the particles. Apologies for the seemingly basic question! I have done a lot of research but it's just not clicking yet. I've even seen a very similar breakdown of the effect i'm trying to achieve (using Houdini) but lost to how I would achieve those things. Cheers
  12. Delete points close to surface edge

    It looks like Acey's method was working all along, and the Maxdist just needed to be very small (due the scene scale?). The result below was pretty much what I was looking for - now onto the next challenge! In fact, I intend to copy geometry onto each of those points, so it may be a neat challenge to use the scale of the geometry to drive the Maxdist attribute! Thanks guys!
  13. Delete points close to surface edge

    Thanks Acey. I'll give this one a try as i'd like to play around with the VEX stuff. I have to admit though, even with your great explanation it's a bit lost on me. Can you advise on what the inputs are intended to be?
  14. Delete points close to surface edge

    Excellent, thank you! That looks perfect - knew there would be a nice, easy solution hidden somewhere. I'll give it a try when I get back.
  15. Hi guys, I've poked my head into the Houdini rabbit hole and now I can't seem to get it back out. I've taken an old project for me to do some experiments with and i've come across a stumbling block for a new user such as I. I won't go into to too much detail about the entire scope of the project just yet as i'm quite confident with everything else at the moment, it's only this one minor issue that seems to be the stumbling block at the moment (although i'm sure something else will come up). Essentially, i've brought some artwork in as a DXF (Houdini was very temperamental with my Illustrator 8 artwork, which i may have questions about later) and turned it into a primitive (the letter 'P' shown in the screenshot). I've scattered points across the primitive and relaxed them within the same node. The results are very, very close to what I want, but ideally I want to remove all points close to/along the edges of the primitive. I'm guessing this is fairly easy to do, but with me picking up things as I go a long i'm lost at where to start. Ideally, I would remove the points from the edges, then relax so that I get a nicer distribution of points inset from the primitive. I've tried a couple of things like insetting with a PolyExtrude and scattering the points across that, but the shape isn't as perfect. I also tried the PolyExtrude2D which got decent results but not perfect. The bridge that Houdini creates between the border of the 'P' and the hole at the center also causes problems, but I guess this is essential for the geomtry? I've used the Hole node on the imported DXF file. Any help would be appreciated. I'm unable to share the artwork i'm using itself unfortunately, but you should be able to demonstrate on any primitive. Let me know if I haven't explained anything clear and will be happy to explain a little further about what i'm trying to achieve. Many thanks, Colin