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locvio

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About locvio

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    Alex
  1. If backbone is poly, attributes come across to geometry created by sweep If they are nurb, resulting geometry gets '0'.. wondering if that's a bug, or expected.. thanks Alex help doesnt mention backbone nurb vs poly.. These point attributes and groups will be copied from the backbone points to the cross-section points. If a uv attribute is present on both the cross-section and backbone, and Cycle Type is set to either One Primitive at a Time or Cycle Primitives, only the u component will be copied from the backbone, so the v component will still be from the cross-section uv attribute. Although only point attributes are copied from the backbone, there is a special case for if the cross-section has a vertex uv attribute, point uv values can be copied into the destination vertex uv attribute, but this only works for uv.
  2. file.. orientCopyAsAnimatedStaticObject.hip
  3. I have geometry animated upstream from my workflow using points and @orient, @P with copy sop. Need to bring in that geo to dops, and activate it at different times. Wondering if there's any way to "hack" data coming in to RBD packed object "Create Animated Static Ojbects", in order to make this work? It works fine if my geo is animated with a xform node, but I imagine with a copy SOP things are different. attaching simple example.. thanks, Alex
  4. I have geometry animated upstream from my workflow using points and @orient, @P with copy sop. Need to bring in that geo to dops, and activate it at different times. Wondering if there's any way to "hack" data coming in to RBD packed object "Create Animated Static Ojbects", in order to make this work? It works fine if my geo is animated with a xform node, but I imagine with a copy SOP things are different. attaching simple example.. thanks, Alex orientCopyAsAnimatedStaticObject.hip
  5. Couple of examples discussed at NYC Houdini User Group last Thursday. 1) Flowing particles over a static asteroid, pushing them out of the object gradient, dialing in rotational forces from moving version of same asteroid, using object merge to transform particle system to moving asteroid. (note, rotational forces cranked up too much by default to show effect). 2) Very Basic example of shatter with edited glue constraints. Bunch of sticky notes docs in the files.. Improvements welcome ! Alex asteroidDemo1.hiplc wallShatter.hiplc
  6. FEM spheres sticking together? (Lava Lamp)

    Johny, thanks! Will take a look at your file today. Gave it a shot using viscous fluids, an animated heat source and faked heat dissipation, balanced out with gravity. I think the general motion is close,but too fast.. The blobs are too jiggly, need to see how to stabilize their surfaces. Animating the heat source helped a lot, if it was constantly on blobs would get stuck where rising fluid from below would not be able to overcome the cold fluid getting pulled down by gravity. (expressions below for quick ref). What I'm doing to transfer heat from the heat source and dissipate it.. int handle = pcopen(@OpInput1,"P",@P, ch("maxrad") , ch("maxpoints")); float heatCur =0; heatCur = pcfilter(handle, "heat"); float heatDissipation = -0.2; f@heat = clamp(f@heat + heatCur + heatDissipation,0,100000); float velFromHeat = f@heat * .3; @v += set(0,velFromHeat,0); zeroGravityFluidAF.hiplc
  7. Building Destruction

    just fixed up the file to include the geometry..
  8. FEM spheres sticking together? (Lava Lamp)

    Johny, went through your file.. Really neat idea simulating the whole fluid and creating the lava out of just a few points.. Especially cool if you want to do a lava lamp with "sparkles" floating around that you sometimes see! thank you! Tim, thanks a lot.. Great tutorial! just had enough time to go through it today before heading off to work (attaching for reference).. Sort of works, but getting pulled apart too much right now.. He mentions that upping the res can help with that, will need to balance it out. Interesting gradient-based mixing of forces.. For lava lamp, maybe just the "gas surface tension" coupled with viscocity and noise forces might be enough? (on top of that thinking tiny gravity in combination with a "heat" attribute that accumulates at the bottom of the lamp to drive vels upward, and cools off as they get closer to the top).. attaching the file I got from following tutorial for reference.. zeroGravityFluids.hiplc
  9. Building Destruction

    Hi not sure what specifically you need and what your level of familiarity with Houdini is. (shatter ? pyro sims/fields?) . For now, I prepared a small file that shows progressive collapse by deleting glue constraints, and also activating pieces in stages -- both using growing bounding spheres on packed geometry. I grabbed a lifeguard house from Orbolt, cached it to file (attached), and used RBD glue object shelf button for initial setup. Nodes In red in autodopnetwork are most of what I added, take a look at voronoi shatter there.. (additionally shatters the walkway of the house, as an example). Apologies if this is all too basic for what you're asking.. glueExample.hiplc
  10. Looking for ideas to make Finite Element solver-driven spheres stick together or merge. Working on Lava lamp effect, trying it with FEM spheres blown around by a fluid's vel field. (alternatives seem to be particles/Metaballs or viscous Flip, but in reference sometimes the lava balls bounce off of each other in a soft body way.. hence trying FEM). including a sample file (FEM_setup node).. Youtube Lava Lamp Ref.. femBalls.hiplc
  11. found that setting Alpha to zero in h14 does the trick, still not sure if there's some config way to do it..
  12. Trying to turn off display of points at centroids of packed geo. Unpacking fixes this, but of course takes a lot longer to playblast. thanks, alex
  13. Methods for stylized dust hits..

    Hi, Wondering what methods /things to look at you can suggest for stylized dust hits. trying to hit strong cartoony shapes as in below example from mulan, and then having pyro take over into more realistic dissipation. Stuff I have sort of works: (animating density along curves (and over sculpted shapes), pushing that density with particles), but the tricky part is realistically handing over a sculpted shape into pyro.. Wondering if anybody tackled stuff like this before. (cant include example file due to project restrictions).. Vehicle-trailing dust would be one type of effect.. https://www.youtube.com/watch?feature=player_embedded&v=kDqG9h-C6p0#t=0m44s
  14. Hi, I got a flowing river that looks pretty good, the only thing I need to slow the appearance of sideways movement by roughly 1/2. on oceanEvaluate we have $T, but that slows EVERYTHING down and waves look like they evolve slower. Changing wind speeds completely changes the heights of the waves. (Or is the only option to rework the wind speeds to try to get the same wave choppiness etc, but slower sideways movement appearance?) Wondering if you have any suggestions! thanks, Alex
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