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Rahul Girish

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Everything posted by Rahul Girish

  1. Hey guys! I am in a pickle.. Does anyone have an idea or directions on how to achieve a spiral staircase with a oblong or rounded rectangle approach? I am relatively new to Houdini but I made some progress by created rounded rectangle then using a for-loop to offset each point in a spiral. However this gives me no control over the landings at each level and feels inefficient. Found 100's of spiral staircase tutorials which does not go into anything that isn't circular. Would love any thoughts you guys may have on achieving this. Attached some screenshots of my manual attempt..
  2. Hey guys! I am in a pickle.. Does anyone have an idea or directions on how to achieve a spiral staircase with a oblong or rounded rectangle approach? I am relatively new to Houdini but I made some progress by created rounded rectangle then using a for-loop to offset each point in a spiral. However this gives me no control over the landings at each level and feels inefficient. Found 100's of spiral staircase tutorials which does not go into anything that isn't circular. Would love any thoughts you guys may have on achieving this. Attached some screenshots of my manual attempt..
  3. Non-standard Spiral Staircase

    Ohhh super helpful guys!! thanks a lot! It turns out I also found a way to get this done using some good old fashioned grasshopper knowledge, Although my script also needs some major rework to clean it up but it works quite well for my purposes as I can have more control over the landing size/ratio etc! Video = spiral_stair_attempt.mp4 File = Spiral_stair_attempt_RG.hipnc
  4. Non-standard Spiral Staircase

    Helpful......... thanks man!
  5. So I had the same problem and for me the issue was my scene view was locked to object level and not in sync with my network view on my second screen... So 'unpinned' my scene view and it started reacting as it should --.-- Classic!
  6. Reverse point order only for point group

    This is an intriguing problem. I come from grasshopper background and I must say Houdini is one beautiful software. This is a trivial thing to do in grasshopper but I cant seem to find any ways to do it efficiently in Houdini. Maybe I am not understand something fundamental here. I have a grid of points, 10x10, I need the point order to loop from edge to edge. Basically reverse pt order of 10 points every 20 points so it has a looping movement. I tried two approaches looking for an efficient way to achieve this. Copy to points is the worst way for this instance. Red is the attempt which didn't quite work, and Green is the needed outcome done manually. Pt_order_mess.hipnc Anyone have some ideas how I could go about this?
  7. Flip Fluids deforming collision objects

    Incremental layer attribute was a nice idea! I tried it out quickly and it works well thanks! Deforming geometry is a bit problematic though. I don't want to use a deforming geometry, rather deform the collision boundaries as the fluid fills the volume, as if its a box made with cloth on the sides constrained by the edges. This is I guess also the difficult part to incorporate, flexible collision geometry... Thanks a lot! I'll post some images of the studies done once they are approved for others to see!
  8. Flip Fluids deforming collision objects

    So I am quite new to Houdini, I have a fairly simple setup where I am simulating the behavior of a viscous material where viscosity is increasing exponentially with age and multiplier. So by frame 120 particles stop moving. I am emitting in a line in a loop back and forth so slowly the particles start creating a layered wall. However I have encountered 3 very intriguing problems which for the world in me I cannot seam to figure out: 1 - When meshing the particle data the particles that are close get meshed (obviously) and I don't really see the layering that I need to. Tried creating a very highrez model but didn't really work. (Is there a way to use the viscosity or age variable to stop particles from meshing together and keep the layering intact?) Currently using VDB from Poligons then converting it. 2 - Despite a very high Viscosity, the particles move somewhat when new layer of particle is added on top. Is there anything like Pop-State (as in previous releases) where I can freeze the particles with attributes? currently using (if viscosity>100000 {v = 0,0,0) to set velocity to 0 once viscosity is high enough. 3 - If I wanted to use a deformable (cloth/plastic/elastic) object to fill the flip fluid into how can I go about this? I hope some of you brilliant houdini artists have some advice or tips on how to go about solving these problems. Houdini file attached. SimCon1.hip
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