Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

35 Excellent

About kev2

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

3,993 profile views
  1. OT: Foundry sale

    I've seen very little discussion of Roper's purchase of the Foundry. I imagine most of us touch Nuke once in awhile and the sale to a Florida industrial parts maker seems like an odd landing for Foundry. Strange or did I just miss that news cycle?
  2. Cross-posting from SideFX...per point friction works great, except I can't get it to workwith balloons (pressure contraints). Any ideas? HIP files attached. vPerPtFriction.hiplc
  3. Mouse causing hand wrist pain

    Second the Wacom. I moved offices recently and used a mouse for a few days b/c I was too lazy to unpack. After the second day or so I unpacked a bunch of boxes and pulled out the Wacon. You'll love it. Made for Houdini.
  4. Custom attract

    I've never tried in VOPs but you can do it pretty quickly with a wrangle using MinPos, Intersect, Distance, etc. distance.hiplc
  5. H17.5 Launch Event March 7

    Back to the original Q then, do SideFx people sleep?
  6. There are many, many, many unhappy posts about this over at Alleg's forums.
  7. Banding caused by collision geo in pyro sim

    The blockiness / banding in the smoke is what I'm trying to sort out. The color banding is from the image color. I'm pretty sure its the SDF of the collision geo but neither the RBD Solver or Bullet fix it, with surface or volume collisions. I'll try dropping the Static Object DOP and just bringing in a collision SDF tmr. Thanks for taking a look.
  8. Trying out the new fluid sourcing, I added a color source as a collision static object following the Entagma video. However, I get a crazy amount of banding once the smoke hits the collision surface (or volume), see the photo. HIP attached. Can anyone explain what's creating the banding? Thanks! H17_color_pyro_setup.hiplc
  9. Houdini 17 Sneak Peak

    That's a helpful list, thanks.
  10. Houdini 17 Sneak Peak

    Just curious, do you know what LOP and TOP stand for? Pixar's development of Houdini bridge lags behind those for the other DCCs, Maya, etc. I wonder if these are all tied to interactive rendering? GPU acceleration, Nvidea denoiser, they aren't sitting still in rendering performance.
  11. Houdini 17 Sneak Peak

    Same here. Out of curiosity, what DCC modeling app is your go to for modeling?
  12. Houdini 17 Wishlist

    as long as it doesn’t become the spagetti tangle that is MeshFusion in Modo...
  13. Houdini 17 Wishlist

    Nuke 11.2 has a new node building feature that allows you to drop and drag parameters to an empty node to construct a Frankennode that's pretty slick. https://www.foundry.com/products/nuke/new-releases
  14. Normal Direction

    In yours, the normals are being calculated by subtracting the center of the object from the point position (@N=@P - (0,0,0)). Instead, you want to attach a Polyframe node, set the Style to First Edge, uncheck Normal Name and Tangent Name, check Bitangent Name and set to N. This will calculate the tangent as you expect. That will cause unexpected results with your end points so clean those up with a wrangle with the end point numbers in the group field: @N=normalize(@P-(0,0,0)); Since they're just vectors, you can also directly manipulate Normals in fun ways. Attached script has a simple example of the ever helpful lerp function and another one using the point function. It's a bit more involved as you'd need to loop that over an array of points to do multiple ponts. Hope it helps, Kevin Normals.hiplc
  15. New eGPU for Macs

    Yeah, it doesn't work out. The Apple tax is strong in this one.