dleonhardt last won the day on June 23
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44 ExcellentAbout dleonhardt
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Initiate
Personal Information
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Name
Dennis Leonhardt
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Location
Germany
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Change orientation copied object
dleonhardt replied to Elggetto's topic in General Houdini Questions
https://www.toadstorm.com/blog/?p=493 -
Voronoifracture breaks the 3D model
dleonhardt replied to rob3d's topic in General Houdini Questions
Every part of the model needs thickness. Open surfaces will almost always cause trouble with fracturing. -
How to drive activation with SOP ?
dleonhardt replied to AntoineSfx's topic in General Houdini Questions
SOP Solver DOP, Geometry Wrangle or Geometry VOP are your main ways of referencing data from SOPs inside of your simulation. -
Houdini fluid sim export to blender
dleonhardt replied to Bernardo's topic in General Houdini Questions
You can run them via command line https://www.sidefx.com/docs/houdini/tops/cooking.html#cookcommandline -
Houdini fluid sim export to blender
dleonhardt replied to Bernardo's topic in General Houdini Questions
TOPs do the same. You just have to set up some nodes yourself to print out the job info. -
Packaging geos and assets into one folder structure to be transferred
dleonhardt replied to Rival Consoles's topic in General Houdini Questions
I'm assuming you mean Render -> Pre-Flight Scene -
You can use a 4x4 matrix too, if all your points are at the origin.
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dl_extract_transform.hipnc
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Copy to Points will look for "transform" attribute on Points if it can't find "N" and "up" or "orient".
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Dividing cube into smaller ones
dleonhardt replied to plazadelmar's topic in General Houdini Questions
dl_cube_subdiv.hipnc There's probably smarter ways to do this. -
what are these sparky FX in real life?
dleonhardt replied to catchyid's topic in General Houdini Questions
Yes, those actually happen in real life with high voltage short circuits. So explosions and fights involving electical lines. -
Procedural World Generation | Overpass, Buildings & Traffic Simulation
dleonhardt replied to Asym's topic in Work in Progress
Really impressive stuff -
Or you could open up the Attribute from Map and export the Alpha from the Attribute VOP inside. Because the Texture VOP inside is set to read RGBA, the Alpha channel just doesn't get exported for some reason. dl_attrib_from_map_alpha.hipnc
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dl_array_from_parameter.hipnc