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benne5 last won the day on September 20 2017

benne5 had the most liked content!

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  1. Shatter Piece Count

    Brilliant. Thank You.
  2. Shatter Piece Count

    I am cutting up some geometry using the Boolean tools instead of voronoi fracture approach. I am wondering what kind of solution people have to get accurate count of the number of pieces in a shatter. Especially, if you use multiple Boolean operations and are merging them back together. Please see attached example. Piece_count_question.hip
  3. exporting voronoi fracture to Maya

    The size issue might be a centimeter to inches thing. Try adjusting your scene measurements.
  4. exporting voronoi fracture to Maya

    If you are using packed primitives. Use the rbd to FBX exporter found in the game tools.
  5. ==0 for off and ==1 for on.
  6. Create all of the parameters you want. Then use the "disable when" and "hide when" parameters to hide or disable when as desired. Place an expression each of these parameters using the following format. { parameter_you_depend_on == 0}
  7. Alternatively, you can use the rbd to fbx exporter directly out of Houdini.
  8. Immersive Linear Algebra

    Very cool! Thanks for sharing. I wonder if anyone has attempted to use Houdini in an academic setting to teach math principles like geometry, vector math, trigonometry etc.?
  9. Flipped Normals

    There are a few things you can try. Try toggling on post-compute normals on the facet sop. If that doesn't do it. place a clean node before your facet sop and toggle on the fix overlaps, delete overlap pairs, and remove unused points. It might also be worth placing a divide node above these two nodes and toggling on don't generate slivers and avoid small angles. If all else fails you can either remesh your geo or aim the normals using vex in a wrangle.
  10. glue constraint issue

    Place a delete a node after your connect adjacent pieces. In the filter by expression parameter input $F> "the frame at which you want the glue primitives to be gone" completely. See attached image.
  11. The attached file contains an old school method for aiming normals. Including using Hscript and the old point node. This method still works fine. I am curious what other users are using as the most update to date/relevant method to accomplish this? I am assuming most people just write vex in a wrangle? old_aim_normal_method_01.hip
  12. Cable Overheating

    Looking pretty good. Maybe add a bit of drag force so that the smoke slows as it gets further from the source.
  13. How to constrain object between two others?

    Attached is a .hip file containing two examples. Object level and Sop level. animating_and_parents.hip
  14. Cable Overheating

    Ultimately, it always comes down to whatever achieves the desired visual results. So it might be worth trying at several different scales. One thing to keep in mind that if you do scale then your pyro solver settings will also need to be adjusted. It is difficult to assess the best methods without looking at a .hip file but generally if you are seeing grainy-ness that means the resolution of your container is not high enough. Especially when trying to achieve wispy curly smoke.
  15. This is a long shot but try changing your volume filter from box to Gaussian and adjusting your volume filter width.(located on object level render--shading tab)