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dyei nightmare

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Everything posted by dyei nightmare

  1. interesting but what do you think about networks where you need all nodes influencing other nodes, i mean apply rel works in all posible directions of influence, but what about constraint networks on that aspect?
  2. apply relationship challenging setup

    ok, i have to admit that this is harder than i thought!!, i realized that i have to use apply relationship for this, but i just cant figure out how to set up it exacty for many wire conections, that node usage is harder than you think!! i need a set up where many nodes conected to other smaller nodes with wires are pulling with certain force or velocity, but smaller conected nodes are pulling to the oposite side, so each node is draging and fighting against smaller nodes velocity or force. is very hard to pass the hierarchy of data to the apply rel then to the SBD constraint of many objects with diferent "parents" do you know how?
  3. 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
  4. pulling very heavy stuff with vellum???

    wassap, im in the scenery where i have to simulate the pulling or draging of some very heavy stuff with chains, the thing is, exacty how do you constrain a vellum wire with a rbd object on each side with many objects? what i need to do is something like this, but with more than 1 object...
  5. custom velocity houdini 17

    ...
  6. dop custom velocity in H17

    i dunno if i not getting how is working custom vels in H17, im volume rasterizing both sources, dens and vel, with 2 sources, and i dont know what else i need here, but im not getting an entire control of v with custom vels, the only way is coping V in volume source, but thats not what i want, i want to add the vel with fidelity so it let the proper advection to work... so whats the thing in H17 with custom vels? file is here ------> part.hip
  7. Wip: Neurons :)

    Something im working on
  8. 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
  9. Behind the wall...

    a shot i recently finished for a personal project
  10. Behind the wall...

    hahahahah yes you are right
  11. Wip: Neurons :)

    thanks
  12. 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
  13. 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
  14. Wip: Neurons :)

    shader
  15. Flip stick on surface per object

    thanks, what i did at the end is a flip with a sop solver chasing a pcloud
  16. 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
  17. 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
  18. Flip stick on surface per object

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

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

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

    im having this strange behavior in vellum, i could expect a hair behavior like... ...hair? but not, im having like some floating strands pushed by unknow velocity, comming from nowhere, changing mass doesnt work, neither popdrag, im isolating the situation, also, ¿why it gives a jagged strings? thats also unexpected, what i want is a behavior more like ropes. vellum_for_od.hip
  22. 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?
  23. 'Dart throwing' algorithm

    no, not always, it really depends on what do you want to do, some strats doesnt works on some cases, in a complex project it just complicates everything. the darth throw is still important!
  24. vellum hair break [SOLVED]

    hahahahaha i wanted to break the wires but a lot of wires with some ofsets, but the convert line was messing up it, what i did was applying convert line before copying lines, i mean, breaking multiple lines at offseted time
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