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Yader last won the day on November 29 2020

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  1. Take a look at the shapematch constraint. It's suitable for rigid bodies. That way you don't have to leave vellum. Vellum_RBD_interaction_v0001_yader.hiplc Vellum_RBD_interaction_v0001_yader.mp4
  2. Distort Gradiant

    How did you create your gradient? There is maybe another way of distorting it without vops...
  3. How can I convert a point cloud to a surface?

    Here's a free orbolt tool using the aforementioned poisson reconstruction executable: https://www.orbolt.com/asset/organics::organics_sop_poisson_surface_reconstruction_wrapper
  4. Keep particles inside volume

    You could also use the pre made pop advect by volumes, calculate the vol gradient beforehand and just set the velocity scale to -1. sdf_bounds_Yader_03.hiplc
  5. Look into the Distance from Geometry SOP, that should give you the growing pattern your looking for.
  6. Deform along curve

    You need to prepare your geo, so it's interpreted correctly by the pathdeform. Zero out rotation and translation by utilizing xform from the bound sop.
  7. Morph Sphere to Grid

    Not in front of Houdini, but unwrap a classic polygon mesh sphere, set P to uv and then use a point deform taking the hexagon plane with it the way back?
  8. Rigid Body Solver

    You can do that in many ways, here's a simple one. Put down a Sop Solver in your DOP Network and inside put down a Primitive SOP with the following code in the three Scale Parameters: clamp(1-(@deactivation_time/2),0,1)
  9. Redshift color clamping / specles

    Could be thousand things, how big is your geo/scene? Are it's normals fine? How are your SSS settings?
  10. popnet+sweep uvs change every frame

    "Uvs and Attributes" is the last tab on the Sweep SOP. If it doesn't fix your issue you should upload something illustrating your problem.
  11. popnet+sweep uvs change every frame

    Uncheck Normalize U's and Normalize V's on your Sweeps Uvs and Attributes tab and additionally uncheck Snap U and V to Nearest Tile Boundary under Section UV Seams on the same tab.
  12. You can instance Lights with the Instance Object, but two things to keep in mind. First, you have to exclude the template light in your mantra rop and if you want to use colors from your hdr, you have to use an expression on the color parameter on your template light. Pretty sure, this is old workflow and there's probably a newer one. Nevertheless, this one works Area_Lights_Instanced_yader_01.hiplc
  13. Flower Center??

    Here are two ways of achieving a denser middle. Phyllotaxis_yader.hiplc
  14. Flower Center??

    http://deborahrfowler.com/HoudiniResources/WrangleNodeExampleVexBasic.html http://deborahrfowler.com/HoudiniResources/WrangleNodeExampleCompareVops.html
  15. Folding splines or plane (ribbons)

    Can you show your current status with the C4D version? I would first try to solve this with a curve/spline sim in 2D, extrude it and put some additional animation detail on top with deformers. If you want to try it in 3D, look into Vellum, it's stable and there's a ton of learning material out there. But it will take longer than the 2D solve.