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About GlennimusPrime

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  • Name
    Glenn Dawick
  • Location
    New Zealand
  1. Combine Multiple Primitives As One Primitive

    Yes, they come in as one shape. There has always been a little mel script that could do this for you, but I'm not sure if it was ever available in any of the menus. Possibly. I haven't done it in a few years.
  2. Combine Multiple Primitives As One Primitive

    Actually that is working for me in this scene thanks vicvvsh. Unfortunately this was just a quick scene I put together as an example. I am not having such luck in my more complex shot. I will look more into this. It seems using vicvvsh's technique does the trick, even with multiple curves. Each @name comes in as one object into Maya.
  3. Say I have 50 primitive lines I want to export as an Alembic file. These 50 primitives are named with 5 different groups of @name attributes. When I export these lines to Maya as an Alembic, I get 50 objects. Is there a way I can combine all 50 lines into combined objects using the @name attribute as the object name? I've given a few things a go, like fuse, polypath, assemble... Some with more luck than others, but not working how I would expect (without joining the lines together at each end) Simple test scene attached. Combined_Curves.hip
  4. Vellum Edge Fracture Cluster

    I should have mentioned I'm going for a tearing fabric look, falling off a statue: https://i.imgur.com/FsowZvp.mp4 Also, I have just realised I can use the Voronoi Fracture SOP with 'Create Interior Surfaces' turned off to create the and then RBD Cluster SOP afterward to combine the smaller sections together. I quite like the sharp triangles created by the Edge Fracture SOP though. I couldn't get the RBD Cluster SOP to work on that method. Clustering.hipnc
  5. Vellum Edge Fracture Cluster

    Hi Noobini, thanks for this! It gives me different sections which is nice, but I was hoping for a more rounded, or less stripped look if that makes sense? This has less uniform triangles, but I'm looking for less of the longer strips. My only thoughts on this so far is to use the Edge Fracture SOP to create lots of smaller triangulated pieces, then somehow use an overall voronoi pattern, then group and fuse all smaller triangle pieces that are located inside each voronoi fracture piece - I'm only 1 year into learnign Houdini so I'm not 100% sure how I'd go about this, but I will post back if I find a solution. If anyone else has any ideas, I would love to hear from you! Thanks, - Glenn
  6. How would one go about clustering pieces of cloth together after using the Edge Fracture SOP to cut the cloth geometry apart? Is there a method similar to how the RBD Cluster SOP works? After using the Edge Fracture, I get lots of individual triangular sections of cloth, which look ok but would be nicer if I could cluster a bunch of them together to create more irregular patterns of cloth. What would be a useful method to create this? Any ideas would be greatly appreciated. I'm currently at work, but will post any ideas I come up with later in the day.
  7. https://i.imgur.com/FsowZvp.mp4 Take a look at the above example. I'm transferring the Vellum i@stopped attribute to some cloth that is covering an object. I'm using a flat grid that animates top down over the surface while transferring the attributes. My issue is the i@stopped attribute is turning off again as the pieces of cloth fall away, outside the range of the attribute transfer. Is there a way for me to transfer the attributes and have them stay on the Vellum cloth once they've been transferred, no matter where they float away to in the scene? File attached (apologies it's 9mb - The statue geo is frozen in the scene). Fabric_Tear_v01_temp.hipnc
  8. Thin Sheet Fluid

    Hi @DonRomano Thanks for this! It's a very clever setup! I wanted to ask if the point wrangle on the source points is needed for the thin sheet solver to work inside of DOPs? Is that point wrangle setting some attributes that get referenced inside the DOP noetwork? int pts[] = pcfind(0, "P", @P, 1, 2); i[]@origpair = pts;
  9. ReSeed FLIP Only When Points Are Above Waterline

    Hi Kev, I did see the comment on Entagmas video. That's what got me thinking about the posibility of reseeding only in particular areas. Thanks for the link to the thin sheet thread. I will have a search through there to hopefully find some more information.
  10. ReSeed FLIP Only When Points Are Above Waterline

    I found this parameter on the Flip Solver. Can this be used to define a specific area to be reseeded?
  11. Hello Houdini pros! I'm using the FLIP Solver's Reseeding feature, but it doesn't seem to be applying enough reseeding in the areas that count. It is reseeding the entire FLIP tank, where I'm really only needing the detail in the splash. Current train of thought: Create group of particles that are above the waterline (my current method isn't great, as it groups all points above P.y 0.01) Apply reseeding only to that group. Have had a search around online and have found one person talking about this, but not how to impliment it. Any help is greatly appreciated! Reseed_Above_Waterline.hipnc