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dyei nightmare

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Everything posted by dyei nightmare

  1. whats the correct way to asign Cd to an array?

    thanks a lot, whats the diference with pcopen? i dont see in reference which cases are better to use pcfind or pcopen
  2. Need advice from Houdini users.

    i disagree, when you start getting into real life situations with houdini, you realise that houdini is the most technical software out there, if you think that you will do everything pushing some buttons and voila, you are in the wrong place... vex is now the bread and butter here and you know that you have to do some for and whiles here and there...
  3. Need advice from Houdini users.

    if you want to get in on houdini, forget 3d max and maya, i started on that way, and is the worst... because maya is one-button-click-solution... no no, in the kingdom of houdini you NEED TO KNOW MATH trust me, if you want to do even simple operations you need to use dot product and vectors A LOT, remember your school maths and you will be fine here ahh and you need to know programing, vex is becoming must
  4. When is a network too complex?

    i dont see the problem with complex networks, the real problem is when you dont have networks at all and all is a black box...
  5. i have redshift installed but i dont like to use it i feel like im in maya with one click solution, i like the hard way, the way of the cowboy, i will stick with mantra
  6. i just wanna know what im doing wrong in this setup where i want to implement FEM + SBD spring constraint, or if is there any bug in the houdini version 16.0.504.20 on this subject. i tested it with wire objects and it works just fine, but not with fem. fem_spring_constraint.hip
  7. hi, i have a question, im to lazy to post a file because my set up is so fat and messy right now, but basically i have a cloth (fem) simulation with a sop solver with some vex driving some atributes like pintoanimation, and i have another bullet solver simulation with another sop solver passing some attributes via transfer attributes sop, they are merged with mutual interaction, and then influenced by wind and gravity dop, the set up is giving very wrong results, but i think is kinda logical because there are two diferent dop objects trying to interact and controled by two diferent sop solvers. so my question, is... how can you deal with two simulation objects ( cloth and rbd object) that are influenced by two diferent sop solvers?? is there any example out there? or some directions?
  8. ohhh i found the answer, the problem was something that houdini itself warns you about, you cant merge diferent solvers with packed primitives, it just goes wrong, but i bet that everybody wants the best of two worlds, fast simulations from packed primitives with diferent solvers working fine together, so... i think that sesi should work on that. cloth_rbd_interaction_fix.hip
  9. Bullet Soft Bodie in Houdini ?

    great examples, is somewhat ironic and sad that constraint relationships works a lot better than cloth in terms of collisions, i was thinking that houdini was the best in terms of cloth
  10. hahahaha just noticed that fractured object is based in rbd packed object too, im fuck**up
  11. this is basically the problem, very wrong interaction between rbd and cloth, i need the active attribute, thats why im using this set up, but maybe i could use a constraint network. cloth_rbd_interaction.hip
  12. another option im thinking about, is running a cloth simulation and then running a rbd simulation but somehow influencing the first one, updating velocities of the first simulation, but i dunno how could be done.
  13. im trying to change pintoanimation value over time, what im doing wrong in this sop solver? peeling_why.hip
  14. ¿disable pintoanimation over time with sop solver?

    but i did it houdini 16
  15. ¿disable pintoanimation over time with sop solver?

    ah found a way, but i would like to know a more elegant solution, why arent point attributes changing over time in the first file? peeling_why_B.hip
  16. n e r v o u s system

    they are using grasshopper for that.
  17. which is the correct workflow with new while vop for point clouds? im trying to iterate in a point cloud with nearest point, but im getting erratic and wrong results, whats the apropiate setup of the new while loop in this case? connections_for_odforce.hipnc connections_for_odforce.hipnc
  18. oh i found it, add attribute doesnt work but bind export does the job, but then... why they keep add atribute in vops if it wont work anymore? that doesnt make sense...
  19. sticky effect

    hello, do you know any direction to do something like this effect? maybe something like plexus setup?
  20. sticky effect

    thanks a lot... a this point i have this, i looking forward to do it more complex in some way sticky_yo.hiplc
  21. Stranger things - Elastic wall effect?

    which tool should i use for this effect like those in stranger things sitcom effect? FEM? cloth? wires? pop-grains?? lattice? basically i want good colision resolution and not very long simulation times with a lot of elaticity. are there any aproach out there?
  22. Stranger things - Elastic wall effect?

    i need to get this kind of elastic sheet behavior. but my set up is very weak, how can achieve a more elastic look where the bed tries to reach his rest position much faster? popgrain.hip
  23. Stranger things - Elastic wall effect?

    basically i want to do this but with better quality hahah
  24. hi, im trying to continue a simulation with the initial data fields, but for some reason it doesnt work properly, the simulation just evolves very wrong, is there a secret sort of hack for initial states in smoke object to work? im feeding the initial data fields with each respective field… what im doing wrong in terms of initial data setups? btw. im houdini 12.5 initial_data.hip