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hmihalis1 last won the day on May 26

hmihalis1 had the most liked content!

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About hmihalis1

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    Harry Sanderson
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  1. Hi there, I have what I'm hoping is a simple thing for someone with a little vex knowledge. I'm trying to adapt the adhesion force in the condensation shelf tool to be driven by a gradient or noise on the mesh instead of applying the same amount of adhesion force all over the mesh. I have made a custom attribute called 'friction' with a gradient and some noise, clamped the values between zero and one and exported it: Unfortunately I am not nearly clever enough to understand how to adapt the VEX in the DOP Network to take this into consideration: Right now the particles that hit the floor get pulled back up to its neck. Ideally I would like the this friction attribute to remap whatever value is entered in "strength" so that in the red sections adhesion force is whatever is entered there, scaling to zero as it approaches the black. Been struggling with this for awhile but vex is a real wall for me so would really, really appreciate it if someone could be so kind as to help me out here Thanks! H friction-adhesion01.hipnc
  2. Wire solver from moving lines

    Hi, I'm trying to figure out a saliva effect and am currently looking at the strands of saliva connecting the top and bottom of the gums and mouth of the creature tgats been animated and brough originally as an alembic (now cached to houdini geo) I've got points scattered correctly on deforming geomettry, then used point deform and add to connect the points, and have been following the entagma connect the yarns tutorial to resample the lines and set the mass for the connecting points to 0. However when I try to go to the next step using a POP network I can't figure out how to have the POP source update the lines and am only able to simulate movement if I create them on the first frame. Is there a mrelatively simple way I can get these lines and their anchor points into a DOP or POP network so I can simulate them to add some movement? I'm looking to mesh them and add then to some drool that im trying to put together using the condensation shelf tool. Any help is greatly appreciated EDIT: figured out the simulation using vellum thanks to Rohan Dalvi, although if anyone could give advice on how to mesh these look close to the strands in this video that would be amazing:
  3. Drooling Creature

    Hi there, I'm trying to use the condensation shelf tool to create a drooling saliva effect for a lizard. So far the results are... well, a little off: My main issue is that the rig isn't watertight and is composed of separate meshes that aren't closed and intersect, so the liquid is falling through the mesh although it does collide with it in some areas. I have the different components separated into groups: So my questions would be: 1. Any advice on how to make this mesh watertight for collisions 2. How to handle collisions from animated geomettry in the DOP network so that liquid doesnt explode everywhere and fall through its neck. 3. How to adjust the pop fluid settings to get long, thin strands of saliva I'll keep working on it and upload a hip file once I have done some more work. Still new to Houdini so any help or pointers are very much appreciated. Thanks, H
  4. Modelling Zen Stone Garden

    Wow thanks so much everyone! That sine wave solution works brilliantly. I'll try to get mine finished and posted soon
  5. Modelling Zen Stone Garden

    yes definitely a great starting point, thanks!
  6. Modelling Zen Stone Garden

    Hi @srletak Thanks very much this looks very promising!
  7. Modelling Zen Stone Garden

    Hi there, I am a new user trying to get into the modelling side of Houdini after trying some simulation, and am currently working on a japanese stone/zen garden based on this image. I've found some great examples on how to create the stones (not worried about moss yet), but I was wondering if anyone out there had any idea how to create the combed patterns around the stones. I just finished doing some work with the ripple solver, but thats too realistic in this case. Ideally it would be something more simple involving grains or particles with instanced geomettry building up more based on a simple black and white image that i'd make in illustrator. Apologies if this is too simple a question, any help is very much appreciated. Thanks, H
  8. Vellum tangled office blinds

    Hi there, This is a bit out there but I'm trying to remake this effect produced in cinema4d using Vellum: The blinds were simulated then looped and baked to an alembic, then I attached the strings to the edges simulated them, making them loop using a pose morph tag. I was wondering if there is a way to do this in Vellum all at once having the strings effect the movement of the blinds, with the whole thing being a seamless loop. Basic starting point for vellum would be a simple flag I know, but does anyone know any tutorials that would cover attaching multiple cloths together with vellum hairs? Many thanks, H
  9. Looping rain drips on windows

    Hi there, Just an update for anyone who comes across this later. Clear's function worked great for randomising the size of the static drops as did the SDF difference for trimming the window facing side of the drops. I just need to make a small adjustment to define pow as a float and change @id to @ptnum to work with 독학NET's setup. float min = 0.5; float max = 1.5; float pow = 1.2; //exponent applied to range before final fit for more smaller values, high pow //or more large values with a low pow @pscale = fit01(pow(rand(@ptnum),pow),min,max); Thanks again, H
  10. Looping rain drips on windows

    Hi Clear, Thanks so much for this template! I actually just managed to get the thing looping. I just cached out 240frames and did the standard technique for looping smoke simulations with 2 timeshift with one offset by half and a blendshapes node to fade between them, then just fed that vdb into a vdb from polygons. Seems to work pretty well. Yes I figured something like that, I'd done it before trimming a smoke sim but couldn't remember but will have a go now. Attached a gif of the looping effect. Thanks again, H
  11. Looping rain drips on windows

    Hi there, I've been following this excellent tutorial on creating streaks of rain across windows: https://www.youtube.com/watch?v=AwsYhKy1K5g It's working well and i've made a few adjustments to fit with the rest of my scene, but there are a few things I was hoping someone might be kind enough to help me with: 1. The tutorial author uses an expression to offset a resample node to create the animation of the drops falling - how would I adapt this expression so that I can create a seamless loop? 2. More simple: the drops created by this method are fully sphereical, I need them to be flat on the edge that touches the window - how do I use a vdb volume to cut the whole thing so the window facing side is flat? 3. Just trying to get the static drops to be a bit more random in size and guessing at the expression, currently @pscale = (rand(@ptnum)*(0.15)+2.2) -1.20; - i'm just trying to pick a random float between 0.1 and 1.2 I've attached my scene file, any help is very appreciated. window4.mp4 raindrops_001.hip
  12. Split Half Underwater

    Hi there everyone, I am trying to recreate this shot from shutterstock as accurately as possible in Houdini: https://www.shutterstock.com/video/clip-14617168-slow-motion-split-half-underwater-close-up Creating the wave I imagine is pretty straightforward, and have done so before using realflow with good results, but the main challenge would be how to handle the thickness of the surface of the water as it intersects the camera, how to render different environments for the under and above water portions, how to handle these (previously I used masking with mixed results), and then secondary elements like the bubbles that form with splashes and the distortion to the above water image caused by water splashing over the camera lens. Would ideally like to use redshift to render this, but anything that can go towards achieving a photorealistic result, or any idea or resources anyone might have or can point me towards would be great. I'm a beginner in Houdini but relatively experienced with 3d in general. Many thanks, H
  13. awesome! thanks so much i will try this
  14. Hi there, Total Houdini novice here with a bit of a strange question: I have a smoke simulation that I have created the swirls around a central character that is being rendered in Unreal Engine. https://drive.google.com/file/d/1fuoitdNjuBZ1UPgkAi-e9G63CKW-40YS/view?usp=sharing The smoke itself is rendered in out of Houdini in slices and played back in Unreal as the alpha of a video texture, but I was wondering if anyone had any ideas of how it might be possible to set up something like a shadow catcher to catch the shadows cast by the smoke on the surface of the character, but instead of just rendering shadows that hit a specific piece of geometry to a frame as scene by the camera it could be applied to the character and render out as a texture sequence taking into account the characters UVs, so that it can be played back in Unreal? I feel like this is a pretty weird request and no doubt there is tons wrong with it, but I thought I might as well ask, you can do anything in Houdini it seems! Many thanks for any advice, H