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osmanertasdiken

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About osmanertasdiken

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  • Name
    Osmaner Tasdiken
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    london

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  1. Hi, I am currently shading an object with Arnold shaders in Houdini. In order to blend and mix multiple shaders I use curvature node, however once the object is fractured this isn't working right. Is there any way of using the non fractured object as a reference to shade the fractured one? Or any suggestions? (Basic hip file included with arnold nodes) CurvatureProblem_OD_Force.hip
  2. Rendering crowds in Arnold

    Hi, How can I shade crowds with random texture variations in Arnold? The current project I am working on requires me to do it in Arnold, I have been looking for a while now but couldn't really find an answer to how it works. So as Arnold doesn't support packed primitives it will increase the render times and we won't be able to use the mat stylesheets, but If the objects are brought into the scene as unique ones we could use aiJitter but I am not sure if that would be the best way of approaching this. Any ideas? Any help would be much appreciated!
  3. Houdini 18 Breaking glue without impact

    Thank you for your reply, I am creating the constraints rbdmaterialfracture sop, then feeding into the rbdbulletsolver, if I put this code in breaking threshold tab on the dopnetwork it doesn't work, I also tried feeding the attribute wrangle in between fracture and dop still not working. Where am I supposed to use this expression?
  4. Houdini 18 Breaking glue without impact

    Hi, I'm working on a scene where there is an object floating and rotating in space and it has to start breaking constraints at frame 1020 and continue breaking gradually until frame 1100. I have tried creating a sop solver inside the Houdini 18's new rbdbullet solver, but I couldn't get it to work I believe it's due to the constraint solver that is connected to post rbd sim. How can I break the glue constraints gradually within a frame range?
  5. Can't export mesh to Maya with UV

    I literally just selected the 'uv' uvset and copied it over to map1. For some reason, it didn't work perfectly with the displacement textures later on. So I ended up displacing the geo in Houdini as well. If you can upload your alembic I can take a look
  6. Particle sim velocity problem

    Thanks for your reply, sorry I didn't make it clear enough, I'm actually trying to add debris and bubbles on a ripple grid surface and interact them with ripples. So I need to move the existing scattered points with velocity attribute without emitting any new points. From the attached gif you can see it's not interacting much at the moment with the debris.
  7. Particle sim velocity problem

    Hi, I'm trying to scatter points onto a ripple sim grid and slide them on the surface with velocity attribute. But points are only getting affected on the first frame and not continuously. I attached the simplified setup to demonstrate the issue, any help would be much appreciated! OdForceParticleSim.hipnc
  8. Can't export mesh to Maya with UV

    Legend!!!! Thanks a lot, Milad! That solved the issue, LIFE SAVER
  9. Can't export mesh to Maya with UV

    Yes I do, UVs are showing up there, but when I hit render I get that error from Arnold
  10. Can't export mesh to Maya with UV

    Oh I'm using education license not apprentice
  11. Hi I'm trying to export a mesh with UV attribute with rop alembic export, but when I import it into Maya I am getting this error from Arnold '// Error: [polymesh] /geo1/uvunwrap1: incorrectly defined UV coordinates, missing either uvlist or uvidxs' In Maya, I can see that UV's are there though and it works when exported as obj, but I can't use that in order to get motion blur. Is there any other way I can export the sequence or anyone can let me know how can I fix this? I attached an example file. Any help would be much appreciated! ODforce_UVproblem.hipnc
  12. Help with ice fracturing

    Hello I'm trying to create ice breaking effect. Here is the reference: And after few attempts this is where i got so far but it doesn't really look organic as needed. Pw: ice Any suggestions how to make it look more organic and closer to the reference?
  13. Floating animated character on Flip

    That is beautiful
  14. Floating animated character on Flip

    This is the tool that I've been working on before I saw your comments; This version I was using the geometry noise, but just tested it out with ripple solver definitely gives it more natural look so I will transfer to that. At the moment my main issue is figuring out how to bend only the front side of the water around my object like this; Currently I'm transferring P attribute on to the grid and it's not really bending like that, any suggestions?
  15. Floating animated character on Flip

    Of course Entagma got it I completely missed this one. So far I was using geometry noise based on Impact points but this way seems much better, I will definitely change my current set-up to ripple solver Thank a lot! I'm trying to replicate this reference video as realistic as possible, I think vellum and ripple solver combined together should do the job. I'll give it a try thank you
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