Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


loudsubs last won the day on June 6 2017

loudsubs had the most liked content!

Community Reputation

33 Excellent

About loudsubs

  • Rank

Personal Information

  • Name
  • Location
  1. dynamic bones

    I'm working on a project where I need to hand animate a snake-like character doing spirals and twists. Investigating approaches, I came across this video, where the guy basically gives a bone chain wire dynamics, and is able to get some really nice overlapping tail motion, just from animating the root of the chain. At 9:00 of the video he starts to add dynamics, and you can see the animation effect I am trying to achieve at 12:50. My goal is to find the easiest way to get overlapping tail motion, by animating just the root. So far I'm just trying to get a wire to behave nicely and not explode from a simple sine wave animation, nevermind getting the bones to move with it. Any rigging experts have advice on how to approach something like this in Houdini? Thanks!
  2. It would definitely be nice to have an input for pivot on the rotate function... The work around I do for this: Store the original pivot, move each box back to origin by negating the orig pivot, perform the rotation, then move the boxes back by adding orig pivot. Did a few example notes in your file. matrices_a.hipnc
  3. Opus Pattern Grid

    Playing with Konstantin's setup with an extrude sop and a for loop
  4. Create multiple FEM over time?

    Regarding the interpenetrations, try using higher res geo, and more tets. I had a clip sop in thst scene to visualize the inner tets of the sphere. Experiment with the sphere resolution and "quality" tab on the tetrahedralize sop. That's what I'd try before getting too crazy with substeps
  5. Create multiple FEM over time?

    More efficient to leave the creation frame parm alone, and just create one solid object at the start of the sim. Then keep merging new geo into it with a sopsolver fem_createmultiple.hip
  6. here's how to do it with pyro instancing. I rarely use this method though, because I can't push the res of each instance as high as if each were an individual sim. And if one cluster needs tweaking, you have to redo the whole thing. Most of the time, I'll make a similar setup, but wedge through each container on the farm, as individual sims. Couple things: Each instance point can only be on for 1 timestep, otherwise you'll get mutiple containers on top of themselves. view the dop details view during the sim, to verify the new smoke objects are getting created you need 1 sop volume w/ different name, going into dops for each instance container. The fluid source sop will create and partition using the "cluster" attrib "continuous" needs to be on in smoke object instance tab to have new containers birth mid-sim you can control containers size on the instance points with the "scale" 3fv attrib. I think theres info in the help card too pyro_cluster.hip
  7. Houdini 16 Wishlist

    Thanks guys, yeah I probably just need to spend some more time coming looking into what's possible with the energy and fracture threshold attribs. And thanks for posting the FEM denting examples too.
  8. Houdini 16 Wishlist

    This screen shot is from an old cloth video, possibly Houdini 11 or earlier. Can we get some of these old features back into the current cloth solver? Specifially I'd really like to be able to access the internal force attributes, so that they can be used to create other secondary effects, dynamically, such as tearing. Plastic deformation would also be welcomed with open arms.
  9. VDB Advect SDF

    The volume being advected needs to be an SDF. You had it set to fog, and then you were converting it to a regular Houdini volume. Needs to be a VDB, to work with the VDB advect node. AdvectVolumebyVolume1.hipnc
  10. I don't think there's a huge difference between using a delayed load shader and using the 'packed disk primitive' option on a file sop. they are both reading the geometry from disk at render time. Also, keep in mind that your geo doesn't have to be a 'packed primitive' to be loaded as a 'packed disk primitive'. They are 2 different things. I don't really use delayed load shaders anymore because they take more steps to setup. Packed disk primitive seems to work just as well, and you just have to change the drop down menu on the default file sop. easy peazy.
  11. Houdini 16 Wishlist

    A textport 'vexhelp' command. Identical to the textport 'exhelp' command, but brings up vex expressions and an actual example of using it. I find the help browser just doesnt work sometimes, or can take a while to load. probably a network thing, but it would be great to be able to access vex info and examples faster.
  12. Houdini 16 Wishlist

    It's be great to have a basic volume shader, that has an identical interface to the volume visualization SOP. And have a button on both the SOP and the shader that can easily transfer the settings from one to another. With the way things are now, it's possible to set the visualization settings 3 times, (inside the sim, in SOPs, and then in the shader). Pretty redundant, there should be a lot simpler and faster way to get what you are seeing in the viewport, into the render
  13. Constrain doesnt work

    With cone twist and hard constraints, I always make the length zero. I've found exploding constraints usually have something to do with the rest length. So I always just set it to zero. Made a few changes to your file, including using a facet to get unique points. then the primitive sop can actually scale each prim down to zero length. constraint_a.hipnc
  14. [SOLVED]Cloth Creation Position Points?

    check out the example hip in this thread.
  15. I came across this video the other night, and thought it had some really cool effects. It's done in 3DSMax. I'm trying to work out how I would approach this in Houdini. Right around 23:00 - 24:00 in the video he has some playblasts of what looks like an RBD sim turning into cloth, which continues to fracture after the initial hit. There are obviously multiple layers in there with the particles etc, but the part I'm interested in is the continuous fracture of something that has weight and mass, but seamlessly turns in cloth/ash. I think I would first try to do this with all RBD, and cheating gravity after the initial hit, not sure if that would give the right feel though, of lifeless ash blowing away in the wind. I am also curious about the idea of turning a fractured RBD into cloth, in order to get some nice bendy behavior as it turns weightless and blows away in the wind. But since the thing continues to fracture, things get complicated. What do you guys think?