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dyei nightmare last won the day on August 12 2017
dyei nightmare had the most liked content!
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-4 PoorAbout dyei nightmare
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Rank
Illusionist
- Birthday 09/30/1981
Personal Information
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Name
arturo
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Location
León México
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Interests
Film Making
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7,513 profile views
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thanks yes you are right, yes i thought in a night setup could be scary, but that idea came to my mind after
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hahahahah yes you are right
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a shot i recently finished for a personal project
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thanks
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btw what i mean by options is some aditional comand, because by default houdini sets an "-albedo basecolor" option, i ve seen that clarisse renderer have some manual options like -strenght, but i cant find what options houdini implementations gives to the user
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just wondering, where can i see the options of the optix denoiser? in the textport? or where? also i cant find what options gives in the nvidia page and the help in the docs isnt enough clear on how to chose the gpu device
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whassap, today i am on intersting quest, i have to make a variation of a pcloud infection system, but it has to fullfill an interesting condition, has to be per class, i mean, each node gets infected only if a neighbour belongs to another set of conected nodes and that set or class must have all their nodes infected, and a set or class could be a piece of fracture... do you know if there is something like this out there? if not, i will write that code
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shader
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Flip stick on surface per object
dyei nightmare replied to dpap's topic in General Houdini Questions
thanks, what i did at the end is a flip with a sop solver chasing a pcloud -
gas stick on collision strange behaviors....
dyei nightmare replied to dyei nightmare's topic in Effects
this is the situation, whats the correct way to make this sticky field to work? sticky_for_od.hip -
wassap... im having some troubles with this feature, im colliding a flip with a fractured gemoetry, and im using stick on collision, but if the particle separation is less than .01, like .005 the flip gets atrracted to the whole geometry ignoring collisions at all, i guess i can fix this with the control field where you can decide what is sticky and what is not, but how do you set up this control field? what i have done is: create a sticky float volume field with values of 1 and 0 with rasterize volume from attributes... ( is this right?) and reference that field in the control field, but it isnt working, so, what considerantions are needed to make this control field to work? btw, i have to say that im using bullet style and a RBD object, the fractured geometry is acting as static collision object, it a simulated cache bgeo
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Flip stick on surface per object
dyei nightmare replied to dpap's topic in General Houdini Questions
ahhhh i need this!!! but where is the topic? it isnt anymore?? -
what about increasing substeps, do you tested it? i will btw
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thanks!!! how do you know that!!
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yes! it does! how do you knew that??? also i wanna ask you if you know if the constrained grouped points are following an animated surface, their rest position is also animated? are there any rest position in vellum hairs to set up? how can be overriden a rest position in vellum hair?