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About gangland

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    Gabriel Reid
  1. Hello guys. i using an boolean fracture to divide an geometry. both of them have uv, but after the boolean sop the uvs of one of the objects gets messy. i not sure why it is happening. i tried to get around with this issue using copy uv(from original), even attribute transfer to new one. but its just getting worst. i lost ps: i will upload an simple .hip file boolean_fracture_uv.hip
  2. RBD Hold active attribute

    wow! got it!! thankssssss
  3. RBD Hold active attribute

    Hello guys. i creating an group to activate the pieces to start to fly. im using an sop solver in the pre-solve input to create those pieces active=1 However while move outside the region bound. it loss this attribute and simple stop. i tried to "hold" the attribute 1 using an max function, but i didnt work. please help me thanks in advance. ps: i uploading an simples setup of this hold_active_att.hip
  4. Flip invert mask

    damn, i feel totally fooled now. i was giving huge turnaround, such boolean with inverted geometry to avoid that still of of this was a huge piece of crap. thanks, that was exactly what i looking for. still not sure about the logical reason but yeah works.
  5. Flip invert mask

    Hello guys, i using the Particle Fluid Surface SOP to build the mesh of the simulation, however i need the increase the volume of mesh just at bottom of the model. i find the mask options quite usefull doing that job when i place the geometry to use as mask, the entire simulation mesh gets dilated and where is the geometry still same size (its inverted) i trying to set the dilate thing just inside the mask, but with no luck yet. thanks in advance. ps: i uploaded an basic .hip scene flrip_mesh_masl.hipnc
  6. FLIP fluid moving around object

    Hello guys i with a job that has an droplet falling into object then embracing/huggind the geometry. i using an POP curve force to guide the fluid along an line however the initial point of the curve is really close to the end point curve, while in simulation it start to stick/attract the particles promptly in the end of the track. i would like the fluid flow completly trought the curve, without it getting stuck at end of line at start. please help ps: im build an simple .hip file to explain flrip_round_object.hip
  7. set N value

    Hello guys im trying to build an flip crown effect. i build a tube to create the polylines and a noise on the top to make an irregular pattern. so i would like to set the normal pointing out the direction of each polyline. but i not figuring a way to do that, please help me. normal_direction.hip
  8. Help Constraints two geometries

    Hello guys, I making simple spheres constrained to something like a sea surface. while to sea move the constraints act like spring pulling/pushing the spheres. i created the polylines that are the constraints, and tried to build that godamn thing with no luck yet. new to houdini and im not figuring how to do that. please help. ps: (i will attach an basic example) constraints_rbd_v00.hip
  9. Hello guys, i have a few sphere scattered on moving surface. i want to create some polylines on closes location on moving surface to use as RBD constraints. but i cant wrangle it. ive managed to use an Vellumconstraint and set to attach to geometry to try to create those lines, it gives the polylines but in the next node these disapear(maybe it is just an visualization, not really workable). please help ps: i will atach an basic setup closest_pt_on_primitive_v00.hip
  10. (Solved)FLIP: cutoff low density areas Help

    Jiri, you was absolutely correct, that argument wasnt returning any neighbor, i feel totally fooled by that vex expression lol. thanks
  11. Hello guys, i trying to delete areas where has low density of particles. i saw a tips on this page: http://www.cgchannel.com/2020/03/10-expert-tips-for-better-houdini-flip-fluid-simulations/ on hint 5, he wrangle an array using a pcfind then apply to pscale. ive done same here, even copy to wrangle code into a basic setup here, but still not working. maybe it has something with the content of the page that isnt working? i dont know. thanks in advance ps: i attaching an simple .hip file flip_density_.hip
  12. bump/displace Help

    Hello guys i actually trying to find a way to apply bump/displace to model using an build-in noise i using mantra with principled shader, o tried a few ways to build-that with no luck at all. please help. ps: i will attach an basic setup. bump.hipbump.hipbump.hipbump.hip bump.hip
  13. wow been looking elsewhere but here. this explanation is crystal clear thanks @StepbyStepVFX
  14. Blood Spray/Splash Help

    Trying to create a blood splatter/squirt (more likely spray then a viscous). I've screwed around a bit with the settings adding viscosity, bounce, but it's definitely not richy quality. Just saw an tutorial outdated(houdini 12 or something) I haven't seen any tutorials really on building this. and wondered if anyone could offer any insight!
  15. Hello guys, i would like to give an big scale of disturbance in my smoke simulation, and an fine details in thinner areas. in good old days i would use two difference scales (gas disturbance) and merge them. but looks like in Houdini 18 the gas disturbance was replaced by the so called gas disturb, it seems both do the same thing. however the parameter cutoff(if i not wrong, it's the area where the disturb would act, using the value of density) Is no longer available. and there is a Threshold Range, but i didn't fully understand how read this value and use it well. how use those parameters well, like how i read these values to put in Threhold Range