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mestela

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mestela last won the day on December 7

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About mestela

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    Houdini Master

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    matt
  1. Updating RBD constraints from deforming geometry

    set the sleep time to 0, it disables that 'feature'.
  2. Updating RBD constraints from deforming geometry

    I pared the scene right back and rebuilt it using stuff I learned at the start of the year, its behaving as expected now I think. constrain_to_animated_anchors_matts_soft_rotation.hipnc
  3. Self moving/motivated RBD objects?

    Rich Lord has you covered, browse around his amazing blog for a while: http://richardlord.tumblr.com/ I wrote a few notes that might be useful too: http://www.tokeru.com/cgwiki/index.php?title=ConstraintNetworks2
  4. voronoifracture

    not sure if this is how Saber is doing it, but sort of works. saber_style_column.hip
  5. Brick/Stone Wall - Broken Horizontals

    Hey, was playing with this the other day, and like you found the old trick broke in h17. I did a quick workaround for the problem, but your post reminded me to have a closer look. As always, there's probably a neater way, but this seems to work pretty well and is relatively speedy. The idea is to use a cluster points sop as before, and in the new voronoi fracture make sure it transfers @cluster to the prims. You can then do a for loop over the prims, using @cluster as the name, and do whatever you wanna do. In my case I just run a fuse, and with the planar case also remove interior faces and excess inline points. Afterwards you can run a polyextrude or whatever, it should behave as expected. voronoi_cluster_h17.hip
  6. RENDER COLORED SMOKE

    An attempt here (and older attemps a few posts earlier) http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_and_colour_yet_again Or just wait for H17 in a few days, where its built in. (edit) Oh, for rendering just bind Cd to your material: For extra control put a colour correct in the middle, and/or connect cd to the emitcolor for different effects:
  7. neatly stalking irregular object

    Here's something that might get you started. nut_pile.hipnc Uses ideas explained on these pages: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_deintersect_the_easy_way http://www.tokeru.com/cgwiki/index.php?title=ForLoops#De-intersect_a_scatter_with_heavy_geometry
  8. Clean Growth PolyWires, Tutorials?

    cool! what was the render time on that? feels like the curves are a little soft ,wonder if that could be sharpened.... thinner curves, more width noise variation maybe?
  9. Curled strands- how?

    Also this:
  10. Clean Growth PolyWires, Tutorials?

    Revisited this to try and get the render better in mantra, this'll do. curl_lines_render.hip
  11. Curled strands- how?

    https://forums.odforce.net/topic/27126-curly-abstract-geometry/?tab=comments#comment-156050
  12. Houdini 17 Wishlist

    On my machine I can r.click an app and choose 'run with graphics processor' and choose either the battery sipping intel gpu, or the fancy nvidia processor. Not sure if that's a max-q specific feature, or common to all laptops that have a choice of nvidia gpu or integrated graphics.
  13. Display values outside 0-1 in Ramp paramter

    No, its a frequent source of annoyance when working with ramps.
  14. Vertex Animation Texture Loader in Houdini

    Aha! Its mentioned at 1hr39mins, the zip linked in the vimeo description contains the example wrangle that will read a texture and push it back to point animation. Its living in /obj/geometry_attributes/cloth/pointwrangle1 T
  15. Vertex Animation Texture Loader in Houdini

    Lyndon mentioned he had exactly this in one of his videos, lemme try and dig up the link...
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