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dyei nightmare

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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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About dyei nightmare

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  • Birthday 09/30/1981

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  • Location
    León México
  • Interests
    Film Making

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  1. Behind the wall...

    thanks yes you are right, yes i thought in a night setup could be scary, but that idea came to my mind after
  2. Behind the wall...

    hahahahah yes you are right
  3. Behind the wall...

    a shot i recently finished for a personal project
  4. Wip: Neurons :)

  5. optix denoiser options??

    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
  6. optix denoiser options??

    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
  7. infection system by connectivity

    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
  8. Wip: Neurons :)

  9. Flip stick on surface per object

    thanks, what i did at the end is a flip with a sop solver chasing a pcloud
  10. gas stick on collision strange behaviors....

    this is the situation, whats the correct way to make this sticky field to work? sticky_for_od.hip
  11. gas stick on collision strange behaviors....

    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
  12. Flip stick on surface per object

    ahhhh i need this!!! but where is the topic? it isnt anymore??
  13. Sticky Fluid Setup (pressed F1)

    what about increasing substeps, do you tested it? i will btw
  14. vellum hair strange behavior

    thanks!!! how do you know that!!
  15. vellum hair strange behavior

    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?