Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About velk

  • Rank

Personal Information

  • Name
  1. I ended up building the file again a couple times until it worked Not entirely sure what did the trick but I think I had to manually drop an object_merge inside the "sopsolver1 CdSource". Thanks for your help and offering to take a look. You rock!
  2. Hi @Atom, Thanks for sharing all these amazing tricks with the community! I downloaded your ap_rs_solitude_pyro_cd_060118.hiplc and it works perfectly as is. I tried to replicate the setup node by node (in order to use in a commercial version of Houdini) but I can't replicate the full behavior. There must be some node, attribute or buried property that I'm missing. Any chance you would have a .hip version of the file? Do you have the link to the original Solitude post you are referring to? The setup looks straight forward, but perhaps some steps need to be done in a specific order, as I have replicated every node in a .hip file and it still doesn't work (can't get the smoke to colorize). Any tip on how to recreate the file would help tremendously! Thanks
  3. Hi, I came across the Visualize Noise Scale option in the Voronoi Fracture and realized this would be the perfect approach to texture a project I'm currently working on. What I'm after is a way to use a gradient or uv map so the inside fractures are textured like layers of peel. To illustrate this, see the attached image which is what the Visualize Noise Scale gradient looks like. How would apply a texture and UV map the pieces in a similar way? There is an outer color (blue) and the inner color (red) as part of the Visualize gradient, so there must be a way to map the fracture pieces using similar coordinates via UV or expression. Any help would be greatly appreciated. Thanks!
  4. Hey James, Thanks for the reply and recommending 2 solutions! I kept experimenting with my limited knowledge of Houdini and used the workaround attached. Added a separate Delete node (eliminating the collider object) and used the result from that to instance my spheres onto. Your first solution works great and is much more elegant. I knew it had to be a matter of checking a box or adding a simple parameter somewhere. It feels counter-intuitive to have to "filter" out the collision objects whenever performing a DOP sim. But I guess it's the normal workflow?
  5. Hi, you could try this tutorial: https://vimeo.com/149939158 Not exactly what you are after, but I think it contains enough similarities to point you in the right direction.
  6. Hi, I have a very simple DOP network with 2 static object colliders. (Houdini 16.5) In my scene, I'm instancing sphere on the particles from the DOP simulation. The spheres are instanced perfectly to the particles of the dynamic sim, but they are also wrongly getting instanced on each verts/points of my collider objects (the 2 staticobjects on the top left). My instancer node in the scene is set to "full point instancing" (in the point instancing option), which could be the problem, but that is the only option that instances the spheres to my partciles. Any tip would be greatly appreciated. Thanks