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Everything posted by misterbil

  1. random subdivision and distance based subdivision.

    Hi Oidy, You should be able to open them in H17 as I was able to open them up in H18.5. cheers
  2. Hi All, I'm trying to do 2 things but I think they are about the same. 1) trying to subdivide or better copy a bunch of cubes to form the following pattern: I would like then to turn it into a glue rdb afterward. But first I need to get to this.. I tried to follow 2 different tutorials, Peter Quin discovery title sequence and SideFX own lego type boxelizer. But I think I need to get an hybrid between the 2. I think that my problem is that I need to group each copy and use it as new boundary or something like that. 2) Based on the same idea, I would like to try to get the cube to be divided like this (here is a sliced view). And again I would like to turn it into an rdb object later on. I attached my first attempt. I'm trying first to apply a random color to each primitive, but for whatever reason, it's applied to each faces... not the entire cube... I know I'm doing something wrong. There are 2 "primitive" SOP in the scene, they are doing the same thing, I was just trying to see if I could color them using the stamp expression (before the copy SOP), or after... Any help, suggestion, comment, ihint or random string of words woul dbe greatly appreciate. Thanks. bil random_cubeDivision.hipnc
  3. Yes, super useful ! I did double check (I found another of your post about it ). I included the textures, geometry and Material. I got out of houdini, if you have a chance to test them and see if you get the same result. I'm on houdini 17.0.416 and unreal 4.21.2 PS: I also tested a scene with their gamedev RBD director, solver and what not but have the same results (weird pivot offset), that's why I think it's something in my UE4 set up. thanks a million. test_rot.exr test_pos.exr test_geo.fbx M_vat_Test.txt
  4. Hello thanks a lot for posting that! I was having issue with pivot point not working, so I took your file and tried it without changing anything. and I have the same issue. in houdini it looks great: but in UE4: Any Idea?
  5. Boolean random seed per stamp??

    Hello, I'm trying to create some really basic glass debris (small on screen and limited in poly counts (games)), so instead of using material based debris (too directional) or voronoi fracture (too hexagonal looking), I thought I would use Steven Knipping technique and use booleans. -create one glass panel -add points -attribrandomize the points -copy to points grids for cutting -boolean scatter the glass panel with the cutting grids -copy stamp the panels ...wishing to use stamp to add randomness to attribrandomize. It works great except that I can't get the randomness of my stamp attribute to randomize the seed, so all panel look the same. I'm creating a rnd attribute in the copy stamp SOP with the following expression: rand($NCY) and in the attribrandomize under options tab>Global seed I enter: stamp("../copy6/", "rnd", 0)*12345 If anyone as a minute to take a look or has any suggestion that'll be fantastic!! thanks BooleanStamp.hip
  6. Boolean random seed per stamp??

    @Jesper Rahlff thank you so much! It's so obvious, I'm almost ashamed to have asked. works like a charm.
  7. Cone Twist constraint Angle not working

    Well to be honest I have no idea how they do it, but I'll try there are tons of information on that thread.Looks like a fun project
  8. Hi, At this point I need a new pair of eyes on this one and maybe a new brain. I have a simple test scene with a rbd ball smashing a wall, the wall is holding together with ConeTwist constraint. I then use the good old sop solver to 'removeprim' the constraints when the angle is larger than X. I can see the Angle attribute in the spreadsheet and all, but for whatever reason (I know it's a very simple one), the constraint bend but don't break! If someone as a few minutes to spare and take a look it would be much appreciated. Sorry if I sound sarcastic but I'm getting frustrated by my own stupidity! coneTwist_test.hipnc
  9. Cone Twist constraint Angle not working

    @char the thread you shared has a lot of example in it. Which example are you trying to replicate? Most of them seems to use multiple constraint network. I'll suggest to start with single constraint them add on after that. Start with glue constraint and what can you use to make them break (hint: impact or use 'removeprim' like in my example). I need to set up an other sim with multiple network later today so I might post an example here (don't hold your breath ) @vicvvsh thanks for checking it out. I knew it was something stupid like that. I was watching the angle in the spreadsheet but I must have misread my numbers. here is an update: (still want to work on the bendiness, bend first than break) For kicks I tried the same system with a metaball force but still use the angle to removeprim. works pretty well I think
  10. Cone Twist constraint Angle not working

    Fixed! I could swear that prior to H17 I didn't HAVE to set a 'breakAngle' and I could just use the 'angle attribute ?!?! anyway, I just added a few attributes to make sure and it started to work. here is the scene for anyone that might find it interesting. coneTwist_test_fixed.hipnc
  11. Hi, I'm trying to remove part of a sphere with a bunch of other spheres that I converted to vdb then to polygon to use like metaball and have a single geometry to use to "cut" the other one. Thinking (silly me) it would make it easier. if I switch the input of the Boolean node it kind of work, but I need the reverse of it. It was working great with the cookie SOP before. but I'm guessing new node require new workflow (which is fine, I just haven't understand it yet).:) The boolean node is giving me a warning "NonManifold edges in solid...pnumbersnumbers" I added a Clean sop afterward to try to fix it but no luck, I included my hip, if anyone of you nice people could help or point me in the right direction it would be much appreciated. I also attached the intended result, which I got with the cookie sop a long time ago. thanks SplashScreen01.hip
  12. sand disintegration

    Hello, I'm trying to get a logo to dissolve/disintegrate into sand. Like it is made out of sand and something is eating out the outside shell and the sand is pouring out. In the attached file I was first trying to use a geometry and use attribute transfer to set the force of a popforce. as I would like to use in the future a more random/noisy pattern. I'm not exactly sure if my expression is wrong, if my whole set up is wrong. I tried to look around for tutorials or thread but couldn't find any. Any idea, suggestion or links would be greatly appreciated. thanks bil Sand_Desintegration01.hipnc
  13. Volume mix cropping density

    Hello, I'm Trying to create a smoke cloud loop. After generating a sim and creating a bgeo sequence. I use 2 time shifts to offset my animation and use a Volume mix to merge one onto the other smoothly. But for whatever reason the first (and thus last) frame of the result it looks as if one bounding box is cropping the volume.. but if I do a lower resolution of the exact same sim, it's all fine! I can't figure out why, how to force a certain BB to be used. help or previous related post would be greatly appreciated. PS: also attached the hip file. SmokePuff_07_V1.hip
  14. Volume mix cropping density

    HAHAHA, thanks Alexander! I'm actually the one that started the conversation about the looping with Peter. I'm using his technique for the timeshift, butI had a couple of issues with the blendshape where the position of both sim get jittery. That's why I was trying to use the VolumeMix SOP and was wondering if anyone had this same problem. and maybe an easy solution, like "oh you just need to switch X on" or " you forgot to do Z here". But thank you it is a very good and useful tutorial.
  15. Hello everyone, I've seen a couple of post about this but not exactly what I'm looking for. A little background on what I'm trying to do. I'm trying to export a 2d image of a fluid to animate the UV coordinate of an texture in a game material ... not super clear I know, these guys might explain it better : http://www.valvesoft...s_waterflow.pdf This way I can add detailed motion to a sprite with only 2 textures, and not use ginormous sequence of animation. But in Valve instance they "paint" their texture to add flow motion to a river or pond. I would like to generate that image procedurally with a fluid for FX work. right now here is what I do: - have a fluid animation that I like -cache it -DOPI/O all the info I need back into SOP -use a Point VOP -use the velocity info to color points on a grid -render that grid but my problem is that the velocity field is (naturally) all over the fluid container, so I was wondering how can I use my density field as a "mask" for my velocity? In VOP, saying something like where my density is zero, set my velocity to zero, ... make any sense? In the 2 images attached you can see how it works. when a pixel is 50% red, 50% green and 0% blue no motion. 100% red, 0% in G and B pixel are moving south west ...etc. The flow test images show you what I have, so you can see that I have no motion (R=50%, G=50%, B=0)outside the container, but inside I have motion all over.... And last an image of the density field.... where I want my motion. so can I use density to "mask" out my velocity? any help or question would be really appreciated. flowmap_test.hip
  16. more sand/grain question

    As nobody answered my previous post (no hard feelings ), here I am again. I have made some progress with sand/grain but I'm still not sure of the process. In this new file I'm trying to have the sand to gradually blow away . I'm using a PopForce to move my particles and I'm controlling the v@Force Attribute with a voppop. I'm using a ramp based on Y and a turbulence noise to set the @force value as I would like the sand to start blowing randomly from the top and slowly go down the pile of sand. But I have 2 problems. 1- because the noise and the ramp are based on position, the particles enter and exit the noise/value 2- the noise is fading to quickly, I think I need to add a fit node to compensate.. but I can't figure it out. Here is my ramp/noise test (on a volume). PS: my previous post was about sand disintegration. and I attached a Hip of my scene. Please Help me out! sandtest_forceRandom.hiplc
  17. more sand/grain question

    Hi Jake, thanks a lot for your scene! I like the simplicity of it. very clean! and that's exactly what I was looking for.
  18. more sand/grain question

    I think I'm getting closer, I found out why I couldn't see the group updating in DOP .... wrong naming in the SopSolver, DUH! now I fixed that and it looks better, but I have some weird behavior at the end of the sim, Not sure if the particles are "swimming" in the texture again, or what... any idea? sandtest_forceRandom_V3.hiplc
  19. more sand/grain question

    So I tried to reproduce and change a little my file to see if I understood your process. but I'm stuck again. In the attached file I tried, in sop, to first use a pointVOP to generate color and then use a group node to generate the force_grp. And bring that to the dop network and use your technique to dynamically update the group. but for whatever reason I only get the first frame of the group. I can see my group being updating in SOP (advance a few frame, middle mouse to check the number of pt in my group, advance a few frame...etc). but I think I'm not doing something right in dop...?? sandtest_forceRandom_V2.hiplc
  20. more sand/grain question

    Hi Loudsubs, thanks a lot for your reply and file, very interesting stuff going on in there. it took me a little bit of time to understand what was going on, and how you were animating the growth (still not sure I understand at 100%):) You pointed out exactly my problem I'll bring my vop to sop level and set a group there and see how it goes. Thanks again and I'll update shortly...
  21. Destruction constraints question

    Hi Dennis, It would be easier if you post a hip file so we can take a look. cheers
  22. Flow map from fluid velocity for game application

    @TheDude Peter Quint has a great tutorials about that, look for the flame loop tutorial. I use this technique all the time for my sprites. The problem with plane solution to render, per example, a smoke velocity, is that it will render a slice through the smoke, and not the outside billow and swirls. I can see this technique to work great for rivers and "plane" surfaces. But it doesn't work well for smoke. I think we are all getting close though I'm using the velocity to shade directly my smoke. And trying to get a neutral lighting with all shadows off. I need to test it in Unreal to see how it looks but it's promising. A couple of side notes: -I'm using this to replicate what Klemen Lozar is doing with fumeFX. -and also for huge column of smoke where it would not be efficient to use particles in unreal. PS: I can't believe I didn't know about this and sorry if it's common knowledge, but I just found out that if you want to use Photoshop to comp a premultiplied image, go Layers>matting> remove black matte! thank you guys for the inputs, glad to see some game people here BillowSmoke_v1.hipnc
  23. Flow map from fluid velocity for game application

    Hi Airship, that looks pretty sweet though! I'll take a look at your Hip tonight. (Just curious ) But, I was wondering, what made it complicated to use ? Thanks bil
  24. Flow map from fluid velocity for game application

    Based on the comment under his video, it look like he is doing the same thing as in games. I'm guessing a shader trick to blend between the original texture and the "distorted" images. going between 0 to 1 to 0 to 1 to 0.... The comb the normal set up is an idea developed at Valve if I remember well, you can find the pdf with the full network/tutorial online. I'll try to find it and post it here. I also need to update my previous post (on this thread ) as I found better results. Just been so damn busy
  25. Distance based ramp shader

    does this help? I'm using the point clr to tint the surface and calculating the distance via VOP. there might be more elegant ways to do this. But this worked good for what I needed. cheers distance_clr.hipnc