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blackchicken

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blackchicken last won the day on February 14 2015

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About blackchicken

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    jan
  1. WIP - ok++'s softbodies RnD + .hip files

    I just want to say thanks for sharing, there`s a ton of very useful information, simple, yet very powerful techniques. Exactly what ours supervisors wants from us every day
  2. Bullet penetration

    Hello I have scattered points, a lot of them and I copy some simple objects, which represents roughly my Hires Geo. Problem is, that whole system is procedural, so I never know if Ill be simulating 20k or 50k objects. Ofcourse more objects, more penetration on first frame. So I have an idea, to do a small sim, where on couple of frames play new bullet sim and all penetrating objects will move until theres no penetration (say time shift 10-20f). Then I`ll start my main sim without penetration (a lot of different constraints, some groups of active objects.....) But problem is, that bullet do nothing even there`s a lot of penetration. I cant find any parameter in bullet solver, rbd packet prim, which will help me. Ofcourse Ill be happy to hold main shape as close to original as possible. There is simple scene. Thanks a lot. bullet_penetration.hip
  3. Sails and ropes

    Thanks for answer. Main thing which makes me sad is that Drag does not work, i need nice subtle realistic motion of cloth. I have no problem with FEM cloth and speed I can handle this, but movement is problem now.
  4. Sails and ropes

    Hello I have some scenes with lot of sails and ropes. I`m solving two problems: 1, Cloth speed in Houdini.... you know,but I have problem move cloth realistically. There`s tab Drag in Cloth Object, but it does not work. I can set External Velocity Offset which I want, but there`s no change in sim. As I understand, it`s basic cloth regular wind force. With 3+ DOP fans I don`t have good results. Drag tab should be something like maya Ncloth default wind right? 2, Ropes. Which technique I should use? I need ropes to collide with clothes, two ways. One way is simulate ropes alone and then collide with cloth, so ropes deform clothes. Other way is simulate all together. I`m very new in grains, is this a possible way? I still thing specific parameters for cloth is better but problems with wire colliding, tiny sheets of cloth does not work too. What do you thing? I will be happy stay in houdini and don`t want to simulate all in maya ncloth. Thanks a lot.
  5. Hello, I have a problem with delayed load. In previous versions, I have no problem with mantra rendering, if delayed load has missing frames (negative frames -> not simulated). But now, I have error and mantra don`t render. It is possible in mantra, turn off Missing frames report like in file SOP? There is option for Report Error or No Geometry. I cant find something like this in delayed load or in mantra settings. Thanks a lot.
  6. Cheap underwater bubbles from HOT

    Hello, some guys asks me on vimeo about this setup so here is little hip. Its different scene (I lost original ) but same setup. Hope someone helps. blackchicken_foam.hip
  7. Hello I have a problem with water level. I have really simple fluid conntainer, whitewater from shelf and simple collision object which is not inside fluid container at first frame. When I have low res sim, all is ok, water level is zero. But When I add resolution, after say 100 frames, my water level is bellow zero. A lot. Thats is problem because I collide with boat and need water level to be zero. I set particle radius scale to 1. Thats what do the problem? I need really Hi res sim around 100mil particles. Any idea helps Another problem which I found is that in some frame random particles onside all fluid container has some velocity, frame to frame. In places where nothing happening. It makes later problem with vel transfer. No big deal bud I dont like it. If anybody has same problem,let mi know. Thanks a lot.
  8. Export multiple nodes as FBX

    Grrr thats no good news Of course I collapse objct which I want export and then in fbx exporting only one node. Thats ok. But sometimes I have complicated scene, I have objects parented to another things, some fetch from differen node trees. Sometimes I cant collapse them. And what if I need export 50 different objects? Ben Ill try Bungles. Thanks a lot.
  9. Geometry from points

    Thanks a lot guys, remesh work perfect.
  10. Geometry from points

    Hello, I have a question. I have very dense ground mesh, and I need it to reduce, just for better work in viewport . I need ground only for collision and don`t need so much details. I could use polyreduce but it is so slow. It is possible use scatter (I can paint interesting area for more points = more details) and then connect nearest points into polygons? Triangles is ok. Is there some tool? Don`t remember I need something like this in past. Thanks a lot.
  11. Pin RBD to Wires

    Ooou perfect, i know that i saw it somewhere. Thanks a lot.
  12. Pin RBD to Wires

    Hello, I have a question how to pin RBD object to wire. Lets say something like heli and some load on rope or weapon with chains and sphere with spines. It is possible? Thanks for ideas.
  13. Delayed load procedural, hold last frame

    So This could be what I need: `padzero(4,(if(($FF+ch("Time_Shift"))>ch("Cache_Length"),ch("Cache_Length"),($FF+ch("Time_Shift")))))` Time Shift is parameter for offset cache and Cache length is how long cache is. Thanks again
  14. Delayed load procedural, hold last frame

    Ok so this works: branch_01.`padzero(4,(if($FF>250,250,$FF)-200))`.bgeo.gz thanks a lot Tony
  15. Delayed load procedural, hold last frame

    Hi Tony, yes that could work. I have now this expression: `padzero(4,chs("time_shift"))` timeshift is parameter in HDA like $FF+15 for variation hmmm so I could use something like this: branch_01.`padzero(4,if($FF>250,250,$FF)+chs("time_shift"))`.bgeo.gz hmm that could work
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