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rayman

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rayman last won the day on October 31 2019

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About rayman

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    Pavel
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    Sofia, Bulgaria
  1. Crowd - Randomize Heading does nothing

    Check this CROWDS_random_heading.hipnc
  2. Crowd - Randomize Heading does nothing

    Maybe a problem with your build - I just tested it and it was working fine. Houdini 18.0.287
  3. Crowd - Randomize Heading does nothing

    It works, you just have to solve it in order to see the result.
  4. Houdini 18 is Out!

    here you go (i'm sorry for the off topic):
  5. Houdini 18 is Out!

    Such a great release! It is an honor to find out that a little piece of code I wrote a few years ago is now a part of Houdini (: I stole it from this guy and just converted it to vex, so all credit goes to him : https://forums.cgsociety.org/t/slerp-function/1406236/4
  6. Houdini 19 Wishlist

    An option to turn off weight normalization when painting capture weights using Capture Layer Paint, so we can use smooth and reduce paint modes without the need to fix the unwanted weights produced by it. Post normalization is fine. Interactive one feels like maya in 1999 when it modifies all bone weights when trying to paint only one of them - it is even worse as there is no user friendly bone weights lock.
  7. Bullet - Increasing Glue Strengths lower Impacts?

    They are not. You are comparing 2 completely different things - in one case constraints are starting to break - which means more free pieces to collide with = more impacts. Try the same experiment without breaking a single constraint - for example 20e5 vs 20e9. Do u see any difference?
  8. You can also try Extract Transform - it can convert the geometry transforms to point representation.
  9. Check this: sample_03_simple.hipnc First of all - before making a rbd sim make sure that all of your objects have proper names. I know you don't use constraints, but lets keep it consistent! No need for a sop solver, use Geometry wrangle - much faster and cleaner. Also it is a good practice to update the velocity when moving the position. Oh, and make the caps regular Static Object - you are gonna manipulate them manually inside the DOPS.
  10. You have to do it manually. Plug the constraints into attribute wrangle and simulated pieces into the second input. Then use this expression: int pt = findattribval(1,"point","name",s@name); if(pt>=0)v@P = point(1,"P",pt);
  11. Houdini 19 Wishlist

    Why would they? Sop solvers are just wrapped dops. Removing them means that they have to rewrite the whole fx context inside sops for the purpose of not having dops or just removing the access to them which equals hcore. Both approaches are very counter intuitive - every TD wants to have access to the solver and the ability to modify it.
  12. Houdini 19 Wishlist

    This one already exists - it is called Houdini CORE.
  13. For a Muscle to Bone use 'Attatch To Geometry' Vellum Constraint with predefined groups. For Muscle To Muscle - 'Glue'.
  14. Getting constraints to work

    Vellum constraints are using default points from the vellum object in order to describe themselves to the solver. Check the vellum constraint node : no matter how many constraints are created, point count is the same - there are only new primitives created. Connect Adjacent Pieces on the other hand may or may not change the point count depending of the type of connection. From the three methods only Adjacent Points could be used with Vellum.
  15. Fluid Source - strobing or stairstepping

    Make sure that geometry can be interpolated - just put a TimeBlend SOP + PointVelocitySOP before the source and turn on Velocity Blur option on VolumeRasterizeAttribute SOP, add some more Blur Samples and you are ready to go - no need to trail it or use more solving substeps. Edit : Just realized you are using the old fluid source - there should be alternative Velocity Blur option , but keep in mind that it is SLOW.
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