
dpz
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chris
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hmm, i can't get the 'enabletearing' attribute working here. not as sop-created attribute and not with the help of a dop created multi-solver setup(cloth-/sop-solver). did the attribute name change? i cant find any 12.5 related documentation either. a little help would be much appreciated. =] cheers, -chris.
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<bump> yep, some info on that would be nice .. </bump>
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awesome! <3
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http://www.sidefx.com/docs/houdini11.0/examples/nodes/sop/attribfromvolume/DeformVolume
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well, i have to admit i didn't mention that. but this wasn't supposed to go in different directions in the first place at all. i just stumbled over issues while playing with it. whatever .. i have to stop playing now. but thx again for this stuff you posted. definitely learned something. and stop smashing furnishings please. cheers, -chris.
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thx for this interesting example file. but have a look at the 2 quick tests in the flipbook (attachment ). 1. example: shouldn't the heavier side of the object fall quicker? 2. example: shouldn't the lighter part be more attracted by the magnet force? .. it seems that the different values onyl affect the sim after the ground collision. cheers. 358435468.mov
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hi. stuff like bounce and friction works fine with an attribcreate and per_point values. but i stumbled over the task to vary the weight of a rather simple object like a tube .. per_point values in sops for mass and/or density won't work i guess. so i'd really like to know how to vary the weight for a tube for example. (let's say one end of the tube is heavier 'cause some metal lives in there). thx i advance. cheers, -chris.
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sry for bugging .. but any news on the tool anim? :>
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indeed .. very nice reel. and yes .. it would be appreciated if you could post that auto-resize tool. thx & cheers, -chris.
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well, since i'm not using billowySmokeMaterial it's not exactly the same. creating the rest fileds like that should be ok (i guess); but feeding them into shading context still won't work ...
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was more about creating restfields and feeding them to the shading context. and still no clue how to set it up properly. whatever .. thx anyway. cheers, -chris.
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thx for the reply .. but that little information won't do it for me. where\how exactly do i have to add them? do i have to pay attention to anything specific? (uniform sampling? initial value? ...) and what about shading context? (is P -> restP enough ho get the information straight?) cheers.
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hi. just trying some simple shader-based displacement and some questions came up very soon. have a look at the setup here ( http://i.imgur.com/SseCz.png ) please. a single image gives me the result i expected. but as soon as i start to animate i can see the object moving through the noise ... as expected, too. so i add .. .. 1) a rest_SOP -> no changes .. as expected .. 2a) a restP_VOP (not seen in the image but tested) -> empty image (no color/alpha) or .. 2b) a transform_VOP (not seen in the image but tested) to change from cam_space to object_space as stated in the aanoise_helpfile -> empty image (no color/alpha) so i guess i need some help to set this up properly. thx in advance. cheers, -chris.
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elo, i'm pretty new to working with volumes in houdini and there's a bunch of things i really don't get. how do you get this volumeVOP setup (seen in your screenshot) working without multiplying by density properly? what exactly is this volume_sample_from_file good for? - helpfile is not cooperating with my brain in that case. would you maybe share that file? cheers, -chris.