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About Jmg07

  • Rank
    Peon

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  • Name
    Jack
  • Location
    Australia
  1. Thx. I didn't see the @Cd though in the attribute transfer node. I didn't think he was using the attribute transfer to transfer the colours onto the mesh for rendering but he was using the attribute transfer to divide up the two meshes according to the pop color for each mesh. So the pop color == black was the head of the animal and pop color == white is the melting part. What I would like to do is use a different particle fluid surface node for the head (pop color black) and make it higher res eg particle separation .01 and then for the melted part (pop color white) use a lower particle resolution eg. .04. Thx
  2. Hi. I was watching this youtube tutorial. There is a melting head. At about 24:00 there is a section about wanting to separate the melted part that is in the particle fluid surface node from the original mesh. There is an attribute transfer that takes in the particle fluid surface and the output from the dopnet and somehow this separates the two meshes, which I don't quite get why. When I use the attribute transfer in this way, there's no error, I just lose all the geometry. I was wondering if that had to do with the fact the particle fluid surface node is a bit different in Houdini 19.5 with four inputs, unlike the version of the node in the video with 3 inputs. Thanks At
  3. @ryew thank you. On a similar point, I have a vellum sim and a rbd sim in separate networks. I am happy with how the vellum sim looks at frame 30 and the rbd sim at frame 100. But when I want render out a test frame, in the Render Viewer when I set the timeline to frame 30 - I understandably get both sims at their respective frame 30 - when I want the rbd at frame 100. Will using a file cache and caching out the rbd sim at frame 100 be the way to go? Thanks
  4. Hi, I'm using a rbdmaterialfracture on a cube. I've made the glue constraint pretty low so that just running the sim causes the cube to fall apart. I'm happy with the output at frame 100. I'd like to pass this fractured cube - at frame 100 - to a popnet for a further sim. So when the surface is scattered with points, this occurs on the fractured cube at frame 100. But at the moment the geometry that is passed into the popnet is just a cube before it is fractured. How can I pass in the broken cube from frame 100? Thx
  5. Hi, I have modelled an ice cube using rbdmaterialfracture and it looks pretty good. But there is no condensation or melting that you might expect if you left an ice cube out for 5-10 minutes (assuming you're not in a place where it's close to 0 degrees). I tried to group some of the chipped pieces and use that as a flip source - but every time I used the flip source - it turned the whole cube into a volume. I couldn't really find any tutorials specifically on adding details like melting to specific pieces. If anyone has links or advice that would be great. Thanks
  6. @particleskull thanks - can i ask you about your setup - the nodes after the dopimport - how come you convert the flip sim to a vdb (after the sim has completed) - and then reshape it - and then convert it back to polygons?
  7. Hi, I'm using flip and my source is two separate spheres. They are fed into the flip solver and the output is then converted into a particlefluidsurface. The particlefluidsurface is one piece of geometry - but i'd like to apply two different materials - one for each of the original spheres. I tried the usual things - like creating a group for each sphere and then specifying a material for each group - but no luck. Thanks
  8. Hi, I've imported some buildings using the osm importer and open street maps. There are some videos online about how to change the external facade and look of the buildings but it def seems quite time consuming and technically challenging getting all the pieces to fit right. If I have 10-20 buildings I was thinking i could just make my own network and that each building could be modified using that network and there can be some randomness thrown in so each buildings external look is a bit different. But if anyone else had some thoughts on any alternatives, that'd be great. Thx
  9. Hi, Is there a simple way to create a volume with a hole in it? I'm using FLIP and some of the objects I want to collide with have holes in them eg. pipes But turning the geometry into volumes doesn't always work great and the holes in the geo are covered up by the voxels. I guess there's no great solution to this - and one other question I had was why voxels just disappear when their size is reduced? With particles you can just keep reducing the size smaller and smaller but voxels seem to have a minimum size below which they just disappear off the screen. Thanks
  10. Hi, I'm trying to use one of the surface assets from Bridge (a white line on a road) and have exported it into Houdini. In Houdini the asset is imported under the 'mat' tab. But can't quite figure out how to use it as a decal on top of another material. Tried using the decal projector node but no luck. Has anyone done this? Thanks
  11. @Ultraman thanks. I still struggle with all the various checkboxes and options in Houdini - and while I watch quite a bit of tutorials on youtube, etc. still find it hard to work out what all the bits and pieces are doing - especially with volumes. so if you have any good references that'd be cool. cheers
  12. Hi, In the attached hip file i've put a sphere in a box - the box is a vdb from polygons and the sphere is a flip object. But the collisions don't seem to be working. I set the voxel size on the vdb to .001 and in the static object the proxy volume is set to the vdb. A bit confused about it. Thanks test_vol_flip_sim.hipnc
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