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dleonhardt

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dleonhardt last won the day on February 14 2021

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About dleonhardt

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    Dennis Leonhardt
  1. setting up Flip distributed Simulation on a single machine

    No simple way unfortunately. You could do it similarly to PhoenixFD's Cascade Simulation feature, but transferring sim data from one domain to another and have it be relatively seamless, is not trivial to do to say the least.
  2. For Arnold you need to add the 'ptinstance' Render Property to the Geo node.
  3. setting up Flip distributed Simulation on a single machine

    Distribution on a single machine is only really useful for faster sim times. There are a couple of parts of the FLIP solver which are still single threaded.
  4. Trigger animation via mask attribute

    dl_Trigger_Anim_mask.hipnc Three different method I could think of. But as always, there might be more elegant ways of doing this nowadays.
  5. opinputpath

    opinputpath() will return the path of the node connected to the specified input. This is often used in expressions where you want to refer to the node upstream without having to type out the relative or absolute node path.
  6. Yes, you can convert @orient with the quaterniontoeuler() function, which will give you the rotation values in radians. You can then convert them to degrees with the degrees() function.
  7. It would be better if you'd just submit this as a bug report on their github page or send this to support.
  8. Bullet pieces "shivering" without stop.

    If you properly scale all the forces in your scene and then scale down after the sim, there shouldn't be any noticable differences between the sims in terms of look and feel. Sure it's more involving to do this correctly, but you mitigate the symptoms of floating point imprecision. I've used this for really small scale FLIP in the past and you couldn't see a difference, just that the scaled up version ran a lot more stable.
  9. Rectangle with even squares

    I would use this expression: ch("rows") * (ch("sizex") / ch("sizey")) on the column parameter.
  10. Incorrect @N size

    Those values are most likely rounding errors. In cases where like here the values are very very small, I would just give a small tolerance to the if statement. So something like: if(ynorm.y > 0.0001 || ynorm.y < 0.0001)
  11. You have two ways of achieving that. 1. You can either plug in your texture into the 'basecolor' slot, make the Albedo Multiplier 0 and the Reflect Tint 1. 2. Or you'd need to modify the Principled Shader by adding the necessary Parameter VOP inside of the Principled Shader Core inside the Principled Shader, because the node which handles reflections has a color input, it's just not exposed to the top level and doesn't have texture slots setup.
  12. how to generate params from a wrangler with code

    That button is running this Python script import vexpressionmenu node = kwargs['node'] parmname = 'snippet' vexpressionmenu.createSpareParmsFromChCalls(node, parmname)
  13. This is happening because you are applying a noise to the position sampling, that will cause convex parts of your geometry to actually sample the position of the concave parts and vice versa(You can see this clearly if you decrease the noise amplitude). You can either apply the noise after your curvature nodes or have another set of curvature nodes to use as a mask for your noised up curvature.
  14. Indie supplementary license

    Yes, for that purpose you'd need to use either the 'hbatch' or 'hython' command-line utilities, as those will consume an Engine license which are free with Indie. And yes, that works with 3rd party render engines, as you are still running Houdini, just without a GUI.
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