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Everything posted by terencemace

  1. VDB sphere through sphere workflow

    Hello Houdini friends, I’m trying to achieve the attached reference pic in Houdini. Basically it’s one shape bulging through a hemisphere wall, but also having the membrane snap off to form a new hemisphere once it animates into through the wall of the big hemisphere. I’m thinking that it would be a VDB workflow? One sphere moving through another? Thanks for any insight. T
  2. Hello all, Has anyone found a way to use the MOPs instancer, but have the instances not intersect? For example, a grid full of spheres, but they don't intersect. Thanks! T
  3. MOPs Instances NON intersecting?

    Actually, that didn't work either. Still looking for solution.
  4. MOPs Instances NON intersecting?

    In case anyone else is looking, I think MOPS Relax is what you need. "MOPs Relax applies a "relaxation" algorithm on incoming instances to spread them apart and prevent overlaps. You can optionally provide a surface for the instances to stick to so that they don't end up flying off into space. Relaxation is fairly quick in 2D space (relaxing along a surface or a 2D plane), but even though there's an option to relax in 3D space, be warned that it can be incredibly slow."
  5. Bubble moving through another bubble

    Hello all, I have an interesting challenge of an effect I’d like to do. I want one object to move through the wall of a large sphere, and have the wall of this larger sphere bulge in as the object deforms in. And then once it pops through the wall, have it stay inside of the newly formed sphere created from the deformed bulge breaking free inside. Does this make sense? I assume some sort of vellum workflow? Thanks for any ideas. T
  6. Hello all, any advice on getting Houdini to see all of my libraries? My current setup only loads qLib, but not MOPs or aeLib. What am I doing wrong? Thanks in advance. HOUDINI_OTLSCAN_PATH = "C:/Users/Terence/Documents/Houdini_MOPS/MOPS-0.1.36/otls;&" HOUDINI_TOOLBAR_PATH = "C:/Users/Terence/Documents/Houdini_MOPS/MOPS-0.1.36/toolbar;&" HOUDINI_SCRIPT_PATH = $MOPS/scripts;@/scripts HOUDINI_PATH = "$HOUDINI_PATH;F:/MEGASCANS/support/plugins/houdini/3.0/MSLiveLink;&" HOUDINI_PATH = "C:/Users/Terence/Documents/houdini17.5/Aelib-master;&" AELIB=C:/Users/Terence/Documents/houdini17.5/Aelib-master HOUDINI_OTLSCAN_PATH = $AELIB/otls;& HOUDINI_GALLERY_PATH = $AELIB/gallery;& HOUDINI_TOOLBAR_PATH = $AELIB/toolbar;& HOUDINI_SCRIPT_PATH = $AELIB/scripts;& HOUDINI_VEX_PATH = $AELIB/vex/include;& QLIB=C:/Users/Terence/Documents/houdini17.0/qLib-dev/otls HOUDINI_OTLSCAN_PATH=@/otls;$QLIB/base;$QLIB/future;$QLIB/experimental PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/17.5.173;&"
  7. Henry, good point. But it works. So far so good. I'll try to fix it when I have time. T
  8. Henry, thanks for your help. It worked. Anyone else need to do this, it worked this way: MOPS="C:/Users/Terence/Documents/Houdini_MOPS/MOPS-0.1.36" AELIB="C:/Users/Terence/Documents/houdini17.5/Aelib-master" QLIB="C:/Users/Terence/Documents/houdini17.0/qLib-dev" MEGA="F:/MEGASCANS/support/plugins/houdini/3.0/MSLiveLink" PATH = "C:/ProgramData/Redshift/bin;$PATH" QLIB=C:/Users/Terence/Documents/houdini17.0/qLib-dev/otls HOUDINI_OTLSCAN_PATH=@/otls;$QLIB/base;$QLIB/future;$QLIB/experimental HOUDINI_PATH=$HOUDINI_PATH;$MOPS;$AELIB;$QLIB;$MEGA;C:/ProgramData/Redshift/Plugins/Houdini/17.5.229;&
  9. Thank you Henry. Terence
  10. Particle size based on color from texture

    Fixed! That's what I was missing. Thank you so much Evan. I knew that Attribute Transfer was going to come in. Well done. Terence *What a great community of people we have here.
  11. Hi all. I'm having good results using the flip solver and particles, using density to drive them mainly. Now I can't seem to figure out how to vary the size of the particles based on a colored texture. So all the particles have a unique size based on the colors in the texture. And the colors from the texture would be represented in the particles. As always, thank you for your advice. Such a great community. T
  12. Particle size based on color from texture

    Hello all. I've managed to get much further, and am able to vary to point size of my particles. Thanks Evan for your help! BUT, I still cannot get the texture to properly line up with the fluid. Instead of seeing the Mandril in this example, the UVs are wrong. And I have tried every combination of UV nodes, to no avail. Frame 01 of the simulation should be the image of the Mandril, and the fluid particles emit from that and swirl around. Any ideas? Attached screenshot and project file. Thanks! T FluidParticlesTEST.hiplc
  13. Particle size based on color from texture

    Thanks Evan! That worked. Well done. T
  14. Particle size based on color from texture

    Thanks Evan. I really appreciate it. I'll see if that works. T
  15. Particle size based on color from texture

    And this one shows how one of the point wrangles generates the density. After the Points From Volume node.
  16. Particle size based on color from texture

    Hey Evan. Attached are a few shots of the setup. And the image file I want the points to be generated from. Thanks!
  17. Particle size based on color from texture

    Evan, it works great from the grid. Thank you. But, I'm trying to make it work on a box geo that I made into a flip solver. That's how I'm generating my particles. Inside of the box, so they just flow over a surface. The particles stay inside the very very thin box. Maybe there is a way to make the particles you sent just stick to the grid and swirl around on it? Tricky, eh? Thanks!
  18. Particle size based on color from texture

    Thanks Evan. I’ll have a look. Much appreciated. T
  19. Hello all. I am trying to figure out how to have particle movement based on color, and the colors would be initially generated by an image texture. A flag with three colors, for example. How would I have the particles moving differently based on color? Different speeds, different flow, turbulence, etc. Yet still interacting with each other. The red particles would flow fast in one direction, while the green and blue particles would swirl in an opposite directions, for example. I will be rendering in Redshift. Any advice would be much appreciated. Terence