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ehsan parizi

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ehsan parizi last won the day on June 12 2014

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About ehsan parizi

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  1. I'm not sure what exactly you mean, but if you wanna break you geo in certain parts only, just use a cookie or something like that, isolate that part, break it and merge it back with ther rest of your geo.
  2. your incoming geo is changing which is always a bad thing and even worse in this case! I don't know why you're changing your voronoi fracture but keep in mind that even though you're adding more points to the existing set of points, the result of the voronoi fracture is not breaking the already broken pieces, it creates new patterns and the new piece might have parts of 3 other pieces which doesn't make sense to DOPs. Anyway, if you wanna have different levels or steps for breaking your object, there are better ways for it. But if for whatever reason you must have the current setup, then I don't think you can use it in DOPs!
  3. Possibilities of PyQT?

    I've done some PyQt before, and I think you can make something like your example pic, but based on my experience, it's not very python-like! and it was a little strange to me. Anyway, personally, I'd avoid it as much as I can, but it is a powerful ui development tool anyway.
  4. popnet emit by attribute

    You have to set the birth probability to 0 and $CR sourceAttri_v01_EP.hip
  5. How to blur point colors?

    have you tried smooth sop? (apply to color)
  6. Hscript or python?

    You can use Houdini's Mantra for rendering!
  7. Hscript or python?

    Just some thoughts: It really depends on what you want to do! Hscript is pretty powerful and fast, I think it's a bit faster than Python, but I'm not 100% sure. But again, it really depends on what you're trying to do! I don't think anyone can tell you which one is better, because each one of them have their own advantages and disadvantages! Although if you don't have any programming background, python can be a little bit confusing!
  8. Why collisions doesn't work ?

    I assume you're using H12, and I don't have H12 at home, but from what I can see, looks like you have a tank of fluid and you want that tube to collide with it!?! if that's what you wanna do, you should make the tube a static rbd(or rbd object, depending on your scene).
  9. Helium balloon simulation

    Particles can collide too! I still think using particles is better, and you have control on your rotations!
  10. Helium balloon simulation

    if your balloons are as small as those balloons in your reference video, you won't need any kind of cloth sim!! unless you have huge balloons and you wanna be able to seem some detail! anyway, why don't you just use a simple popnetwork instead of dops?! I think that'd make things easier! Is there any specific reason you're using DOPs?!
  11. What is the function of Cubic() expression?

    from exhelp: "This function uses the slopes at either end to solve the differential equation to give a smooth curve between the end points." you can always find help on expressions if you open the HScrpit texport (alt + t) and type : exhelp 'EXPRESSION YOU'RE LOOKING FOR' or exhelp -k 'SOMETHING YOU'RE LOOKING FOR'. for example in this case just type " exhelp cubic" and if you're looking for all the expressions that are related to say "group" you can say "exhelp -k group"
  12. To make group for pieces

    like I said, if you use a measure SOP to measure something like area or perimeter, and then an attribute Promote that attribute after that, and promote the maximum of your perimeter or area from primitive to detail, then you can use that new detail attribute to group small ones, although it works only when you have enough difference between small and big pieces! But I think you can tweak your group expression in the group node to get a pretty good result.
  13. To make group for pieces

    I actually bypassed your divide node, because it was soooooooooooooooooooooooooooooooooooooooooooooooo slow! my computer was chocking on it! so I just used a non-divided version with only 10 points, to see if you're getting groups or not, but anyway, so I think what you're trying to do is that you want to group you pieces based on their size?! like small ones in 1 groups, and big ones in another? if that's what you're trying to do, then I think you can use a measure sop, and use perimeter or area, and then attribPromote the max to detail, and group based on that!
  14. To make group for pieces

    not sure what you mean by "make group for pieces", because voronoi fracture node be default creates outside, inside AND pieces groups! you have 1 group per piece!
  15. using map to create voronoi fracture

    1. I didn't use a map for that scene, it's just how it looks from top view! I've seen some people making voronoi fracture working with maps, but it was so expensive, actually too slow for my project! 2. you can use vops for adding noise, but what I did for this project was using a simple version(no interior detail) for sim, caching out my sim and then using that sim to move a detailed version! you have the option to make detailed interior in your voronoi fracture node!
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