Jump to content

ForeverMovement

Members
  • Content count

    14
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About ForeverMovement

  • Rank
    Peon

Personal Information

  • Name
    Adam Christie
  • Location
    Vancouver, BC

Recent Profile Visitors

126 profile views
  1. How to offset cache start time onto copied points?

    Thanks for your help, I guess the problem is on my attribute then. The attribute framestart I have now is just an integer for the frame that the point gets created on, which I don't have right but I don't know how to get the attribute to come up with the right creation frame on each point.
  2. How to offset cache start time onto copied points?

    But what do I stamp in and am I using the expression correctly? Do I put the timeshift before or after the copy node?
  3. Hello all, I've run into a problem that's been making me go in 6 directions and I can't seem to get any of them straight in my head. I have one cache that I want to copy to points that show up over time, I'm basically doing a running explosion like this https://gfycat.com/shinyhardanaconda When I copy the packed and cached sim onto the points the cache doesn't play with the offset of the points on the copied caches, so how would I go about offsetting each new sim on the new point. I've created a point attribute that marks the frame that each point gets created but I don't know how to connect that to a time offset or shift that would make it work on each point. Am I even doing this the right way? Anything helps, thanks.
  4. [SOLVED] Mantra not rendering Geometry.

    Luckily we didn't have to, I figured it out. It was the good ol' put it in another empty geo node. It fascinates me how many issues can be solved with putting the nodes into a new geo node. Thanks for your help tho.
  5. Hello all, I've seem to run into a weird problem on my most recent project. One of my objects doesn't render, with a material or without. Yes it's in my force objects, yes it's a polygon mesh(unless vellum does something weird that I didn't know about). I tried switching the shader from the generic to another material but it doesn't matter. It will render my other polygon object, the ripples, and even the smoke sim later on in the sequence. But it won't render the ball, nomatter what I do. I'm using 17 just incase in matters. This is literally the last step of my project and I can't wait to see it done, but this silly thing has to get fixed first. Thanks for your help.
  6. Hola, I'm working on a fracture sim driven by impacts from particles, and where I can get the points to activate the pieces it hits for simulation it does not transfer the velocities from those particles onto the pieces. I've tried 3 or 4 ways around it and I even got it to work(by overwriting the "v" attribute in the RBD PackedObject) but there are still problems, like that the velocities turn into a constant velocity and that they start to ignore gravity. Thanks in advance for your help. BaseFile_ProofofConcept.hipnc
  7. RBD glue constraint problems

    My god it does work, thank you! Now I just need to find a way to transfer the velocity attribute from those same impact points to the rbd sim itself, any ideas?
  8. RBD glue constraint problems

    Hello all, I'm trying to learn through RBD by doing a sim where a fence gets riddled with bullets. I have the basic sim in place and where I think it all should be but when I sim it just explodes anyway instead of holding together. Attached below is the scene file because I'm truly lost. Thanks! FenceBreak_01.hipnc
  9. Hello all, Getting to it I have a camera in Maya with camera shake enabled. I know baking can only work if the Horizontal Shake and Vertical shake options have been moved from the background to the channel box with the Channel Control in the shape node of the camera. Once it's baked I export it as .fbx into Houdini(16.5 if it matters). But the camera shake still doesn't show up in Houdini. Also of note, I looked through the camera settings in Houdini and I don't find anything similar to a camera shake option in there, so maybe because there isn't a setting it won't use that baked information but I am truly stuck. For fun I attached the camera, don't know if it's useful but its there. TL;DR = Camera shake from Maya camera doesn't import into Houdini, what do? Thanks. Edit for all the people out there. The solution is to just not use .fbx. Just use alembic guys, it works. Hopefully somebody else in the future will be able to use this advice so they didn't have to be me scrolling around google for two hours. CameraExport_01.fbx
  10. Heyo, I'm starting on a new project and I ran into a problem that I can't play my way out of to figure it out. I'm looking for an effect like this Sand tires throw a bunch of sand and trying to get that result has been a challenge. Any ideas? I have been using a simple setup of particles emitted from a ground plane after impact with the ground but that won't give me the repeating trails all the way back. Instead it's a rather sad thing of a few particles flying off incorrectly Any help would be great, thanks.
  11. Viewport visual of smoke looks too low detail

    Texture limit was set to 512 and HDR Rendering was already on.
  12. Viewport visual of smoke looks too low detail

    I've had this issue a few times and I'm pretty sure it's me now doing something wrong. I built a simple smoke solver from particles of feet hitting a grid. When I bring those particles into the smoke solver the smoke that it will generate will be really low quality, as you can see, nomatter how much I divide it down. Would the reason be a shading issue or a density issue? Thanks for the help! WalkingDust_001.hipnc
  13. Timeshift not retaining color value for scatter node

    Hey me from the past, I'm going to kill this post now that's its been solved but it was a problem with how I saved out my .bgeo. The paint node needs dedicated point numbers to "stick" to the pedals. Creating a vbdfrompoly node and converting that back to polygons to cache out was where I went wrong as it doesn't save the point numbers when converted like that. So word of the wise, preserve the values that you need later before you move onto the next step in the process. Best regards, Me
  14. Hello, Small problem this morning. I have a flower in Houdini that's been cached out as a .bgeo file. The flower opens and is supposed to emit particles, which I'm controlling the location of emission with a paint node and a timeshift after that. Just following the tutorial, as you do. After the timeshift is a scatter with the Density Attribute set to Cd and after the scatter an Attribute Interpolate node so I can put the points back onto the moving petals to get a velocity from the points to emit water and so on. The problem is that the color value from the paint doesn't stick to the moving bgeo geometry and when the frame moves will break up the color, thus scattering the particles in a new way on every frame. Even a quick copy paste from his .hip file to mine doesn't work after I change the paint node to fit my geometry. Every value is the same and I'm confused. Is there a better or any other way to lock color values onto a cached bgeo file?
×