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About pan.mentolka

  • Rank
    Peon

Personal Information

  • Name
    Michal Marek
  • Location
    Prague
  1. vellum dopnet

    Hi guys! I have a super simple question (I hope at least). I am using two different geometries and merging them together as cloth to dopnet. Inside the dopnet, I want to define different behavior (sturuts stiffness) for each geometry. It, unfortunately, doesn't respond, though. I just created very simple testing scene, so u can check properly what I am trying to achieve here. Can anyone help me with that issue, please? Thanks a lot, guys. dopnet_issue.hipnc
  2. Helo houdini nation. Just a simple question. I am rendering animation in mantra, and I just want to know if u guys don't know if there is a possibility to set a render time limit per frame. Like Corona renderer has for example, so I can guess the approximate time rendering of whole animation (all frames)? Thank you very much for any suggestions. corona example: time-limit per fame:
  3. Multiple slimes movement ISSUE

    Perfect! Thats exactly what I needed! THANK YOU VERY MUCH U VE BEEN BIG HELP HERE!!!
  4. Hello guys! I am trying to create an animation with multiple moving slimes, based on vellum, and ripple movement. I created this very simple hip. file with this movement, but the thing is, that only one of those slimes is moving forward as I want to. The rest of the limes is just sliding around. Can anyone give me any advice, or even better to help me out with a fixed hip. file? Thank you, thank you very much. slime_movement_ISSUE.hip
  5. Hello masters! I am just asking for advice. I want to create a simulation of worm movement with vellum softbody. What I have so far is an undone node tree, and I don't know how to apply this wavy behavior to the geometry. So may I just kindly ask u to help me out? It's a very simple scene, but I don't know how to execute the sopsolver inside the dopnet . (I am not even 100% sure that all the steps I did are right) I will be very thankfull, for any advice.... worm_motion.hip
  6. Vellum match animation

    Thank u soo much man, that's exactly what I was looking for. I tried it out, BUT I need to scale it down to a smaller model (1m). So I recreated it a little bit, and it's not working correctly. The waving behavior effect is not appearing on the model, even if I increase the scale in POPwrangle in dopnet. May I ask for advice? vellum scale issue.hip
  7. Vellum match animation

    Hello Houdini wizards! Very simple question. Can u help me with the very simple logic of the locomotion exercise in my file? I am basically trying to achieve the effect of waving the object during the calculating process of vellum struts / vellum tetrahedral animation. I am attaching the link with a video, where u can observe the effect I am trying to achieve. I also created a very simple scene, but its not working. So can I kindly ask u to help me explain in my file how does this merging of animation+vellum works? It would be a big help to me. Thank uuuuuuu ripple_issue.hip
  8. match animation

    Hello Houdini wizards! Very simple question. Can u help me with the very simple logic of the locomotion exercise in my file? I am basically trying to achieve the effect of waving the object during the calculating process of vellum struts / vellum tetrahedral animation. I am attaching the link with a video, where u can observe the effect I am trying to achieve. I also created a very simple scene, but its not working. So can I kindly ask u to help me explain in my file how does this merging of animation+vellum works? It would be a big help to me. Thank uuuuuuu ripple_issue.hip
  9. rest length to color range

    Hi houdini Master Thanks for your swift reply!!! I had the same plan in my mind. However, can I ask you for an example in my attached scene, so I can o through it?
  10. rest length to color range

    Hi guys! Can I ask u to help me out with the following issue? I created 6 simple spheres, which are being inflated in 30 frames, and what I need now is to get colour information about the stretch of each vertex, and transform it into the colour (I am not sure I am describing it right). But what I basically need is that parts of the ballon that are not stretched and stay in the same position should be darker and parts that are stretched should be brighter. I need this Cd information for updating a translucent map during the animation, so where the balloon is stretched shader should make the surface more translucent and also opposite way. Thank you guys so much for any advice! Baloon_issue.hip
  11. gradient ripples defined by paint

    Thank you so much Aizatulin! I am super bad at VEX commands, so I do not know how to create even this super-simple logic wrangle.
  12. Hi guys, I m sure this is gonna be a very simple exercise for ya. What I want to get is to create a gradient/smooth movement of the ripples for selected points, defined by painted colour. Where its darker the ripples should be more prominent and points should be moving strongly, and also opposite way, where its lighter it should be less visible and points should be almost static. Now the ripples work same for all of the selected points, and it creates very sharp edge on surface of the model. I hope its undersandable from this super-short brief. I have some ideas about how to multiply the position of the ripples added to @P by @Cd but i do not know how to combine these two values in pointwrangle. I am sure u guys can help me out! Thank u guys for any advices. issue_ripples.hip
  13. random rotarion added to the each Y axis

    Exactly what I was looking for! Thousand thx
  14. Hi people! Justa superquick issue I need to keep the normal direction of the point, so all the heads will be oriented along the normal direction. BUT I would like to randomize their rotation around the Y axis, so they should not be all "looking straight up" but they should be ALL randomly rotated along each of their Y axis. I hope this explanation does make a bit sense. I am attaching the file. Thank you so much for any advice guys! rotY_issue.hipnc
  15. vellum cloth self-intersection

    Hi guys! Justa quick question. Im trying to achieve this kind of effect: Very thin plastic plane (has to be thin besause of tiny wrinkles) on animated skeleton. BUT unfortunately it doesnt work quite well, bcs there are so many self-intersections, and also intersections between the dancing skeleton and plastic plane itself eventhough I set the substep to 10.... :/ can anyone help me to solve this issue, please? THX so much Here u go the hip. dance.hip
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