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Nando

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About Nando

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    Peon

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  • Name
    Pepe
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    Bournemouth,Uk
  1. use of Sopsolver on deforming Geo

    yea rafaels, that does the job, but just out of curiosity! cant this be done inside the solver itself ?? is it advisable ??
  2. use of Sopsolver on deforming Geo

    eetu, one more doubt, if u don't mind, i was going through the hip tricks volume 4, where there is a effect like termites eating the car. if i want to achieve the same kinda a effect, but for a deforming geometry ?? is where my doubt arised. he grabs some point and groups it, then inside the solver, he opens a point cloud and interates it and adds the searched point inside the same group, this repeats every frame! all i want is the same effect but for the moving geo, if u can pin point any solutions it would be great! just in case a scene file is attached sopsolver2_odforce.hip
  3. use of Sopsolver on deforming Geo

    tottaly forgot that! my bad! thanks alot eetu
  4. Hello everyone, i am trying to transfer an attribute say color(for now) to a deforming Geo, and i am using the sop solver for that, it completely works fine for a static geo, but if i say use object transformation , this doesnt work ?? so is that the solver cant work with the deforming geo, ??? any help would be great! thanks a sample scene file is attached sopsolver_odforce.hip
  5. Flip fluid and vdb collision

    honesty it works like a piece of cake for me, and i see u have increaded a lot of substeps to get things right .. all i did was just put it back all to defaults and i recomputed the vdb again, and nothing much chk the file vdb_leak fixed.hipnc
  6. Pillar shatter- RBD Packed sim

    yup, that did chage alot, in speed and Behaviour, i have a couple of results and working more better with them. here are some, i owe u all a big thanks 01.mov 02.mov 03.mov
  7. Pillar shatter- RBD Packed sim

    Thank alot Netvudu and rhussain for the help Files ! defnetley did learn alot.. to netvudu those attribute creates in the pillar as active and passive is it similar to active value inside dop ?? and i still dont get enough velocity transferig from the character to the pillar! so i did compute velocity with the trial sop but still no luck any other suggestions for that Just out of my curiosity, is it possible to break the constrain network, with a wrangle sop. say, if the force is > than certain value it breaks ?? can this be done ?? i ll post an update soon
  8. Pillar shatter- RBD Packed sim

    HI Rhussain first a big thanks for u share, and the amount of information u put inside the File .. couple of doubts as i have undergone, in the File.. ch(opcreator(".")+"/startframe") u added this in the creation frame of rbd fractured object inside dop..?? why ?? wat does it do actually ?? in the active value dop, i see u bring in the attribute u created its totally cool, one doubt is , this does not work for packed primitives, because there is no "objid" in packed geo ?? any solution on that! Thanks
  9. Pillar shatter- RBD Packed sim

    it just works for me, i am not sure wats the mistake... my apologies.. anyways i am adding in the alembic file in here thanks alot now i get wat u told me, i loaded the alembic as houdini geo and i get all the points now! alembic.zip
  10. Pillar shatter- RBD Packed sim

    hi all ! I am sparring my time in learning alot with Collisions and RBD sim, with the new h13. Now wat i am trying to achieve is , i have an animated character which eventually ramms into a pillar, and the pillar cracks , falls down, i have animated it, cached it, brought into Houdini as alembic file and ropd it again.. all good. but when i add that as an deforming rbd object and let it collide with the pillar i m loosing my brain there.. the problems are, its a fractured pillar and brought in as packed geo, if the gravity is on, the pillar just crumbles all the way down ... and another one is, its a huge character with lots of force in action. i cant get that as it hits, the pillar, i have attached a file and a screenshots of wat i am trying to say! take a look at it and shed some light on wat mistake i am committing in here the roped animation is also attached as a cheap way,i am just turning on gravity on a certain frame , where the character comes closer to the pillar, u can see that in the play blast.. i know i am wrong but i m still learning cheers test_1.hip untitled.mov cache_anim.zip
  11. butterfly flocking sysytem

    Thank you so much Tomas! Yea I was looking after the Particles masterclass yersterday, and tried the same with instancing, i was close to wat i want, but i again, i was not able to control the wings.. I see you have used a vop, which compares its length(distance) over time.. . I ll work on the file and post it again as a final one Thank's again tamte.. you saved my day
  12. butterfly flocking sysytem

    I am so sorry about that mate! I have attached it in here hip.zip
  13. Hi everyone I am experimenting on a butterfly flocking system, where i was inspired from , OZ the great and powerful where Franco falls from the sky and wonders the Beautiful nature among him and sees a bunch of butterfly(which actually looks like a tree) and flies away. I am almost there and I need some help no to get this up and running I created and simple model and animated it using chops and cycled it all the way, and scatterd some points in a surface and copied it over and i have used a stamp function on a time shift to randomly make the Wings flap over time, so that all the butterfly looks different (has a different look), and gave the points some force and it moves fine.. now i am stuck with the wings animation, basically i want to take control over the wings flapping, i.e I want the wings to get flapped when the butterfly is flying and not while resting . This s where i need your help, i tried and i am still trying, and learning to get this done. any help would be much appreciated. I have also attached a file, so far what i have and also for people who doesn't understand my broken English thanks in advance fly_flock_odforce.hip hip.zip
  14. butterfly flocking system

    Hi everyone I am experimenting on a butterfly flocking system, where i was inspired from , OZ the great and powerful where Franco falls from the sky and wonders the Beautiful nature among him and sees a bunch of butterfly(which actually looks like a tree) and flies away. I am almost there and I need some help no to get this up and running I created and simple model and animated it using chops and cycled it all the way, and scatterd some points in a surface and copied it over and i have used a stamp function on a time shift to randomly make the Wings flap over time, so that all the butterfly looks different (has a different look), and gave the points some force and it moves fine.. now i am stuck with the wings animation, basically i want to take control over the wings flapping, i.e I want the wings to get flapped when the butterfly is flying and not while resting . This s where i need your help, i tried and i am still trying, and learning to get this done. any help would be much appreciated. I have also attached a file, so far what i have and also for people who doesn't understand my broken English thanks in advance fly_flock_odforce.hip
  15. Houdini flip fluid size

    if i understand correctly, What You are asking is how to reduce the emission of the Fluids from the object, if its that, dive into your autodopnetwork , look for the and on the flip fluid object , under the properties tab increase the particle separation, that should reduce your flip emission. chi the help file on that, to exactly understand what its doing. Hope it Helps
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