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FR3D

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FR3D last won the day on March 21 2014

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About FR3D

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    Peon
  • Birthday 08/23/1977

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    sami frederic
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    uae

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  1. I found a clean solution Here is the file. If anyone has a better method that works on broader situations please add to it. thanks confetis.hip
  2. I am trying to blow up multiple groups of particles in a sequence.(boxes of confetti exploding at different times). The activation isn't really the problem as I can use a sop solver within a dop to activate the particles group at different time. The issue is to give them that "initial velocity" at activation time. The only method i found that is working to achieve the effect, was to actually import and merge many popobject and "activate" them one by one in a sequence , with the velocity attribute created at sop level This solution is of course very inconvenient. I attached a clean file, with just the different group all popping at the same time. a solution to have them delayed one after the other would be very welcome I just can't find an elegant method which works procedurally. Thank you for your help confetis.hip
  3. Hello, I would like to know if there is a way to merge my home sop presets with my work sop presets in a simple way. The only solution i came up with for now: Create a file with duplicate of the node with selected presets, opening the file at work and save every node as a preset. It is very inconvenient considering i have tons of presets. Saving to gallery is also very inconvenient at that point. Is it possible to just open the ".idx" file and just copy paste to add presets? Also do you favour save to gallery or save presets per node?
  4. SOLVED 1)you need to create a subnet out of the geometry and the bones all together 2)make sure there is nothing after your deform node on the geometry 3)export the entire subnet as FBX 2014, keep the option as default Hi I scanned forums for hours and didn't find a simple straight answer, neither a simple basic Houdini tutorial as how to do so. Neither on unreal forum, neither here nor sidefx's. -Vertex map texture isn't what i am looking for. -alembic works but i have problem with normals. -i am using unreal 4.17 and i cannot go back to an earlier version at that point. 2)The steps -I am animating an oil pump rig with 3 bones. -I export from houdini via FBX -If i import back in houdini the animation works -if i import in modo, c4d,unreal, there is no animation. -If i export with "export deform as vertex cache" the animation works in c4d but not in modo neither unreal. Thank you for your help oilrig.rar
  5. Power Shot

    Thank you Diego! Well it pretty much died for budget reasons,sadly...
  6. Thank you 3dome. I will clean my file, and share it in the days coming.
  7. Ok, i managed to get the trigonometry formula. Now i have two method. one is Hscript which works perfectly(u can check the measure sop) and the other one is VEX. For some reason the Vex(into a point wrangle)works but is speed up.I am pretty sure it is the same script. Does the wrangle node manage "@frame" differently than "$FF" in hscript? piston trigonometry.hip
  8. I am trying to animate an engine using chops and constraints. I manage to get something quiet close but it isn't accurate(cheat) My main issue is that i cannot find how to use a "look at" in conjunction with some restriction to force the tip of the arm to slide along the Y axis. I tried many other solution as well as trigonometry(which i am not very good at) which i gave up on. i also tried with bones but again my knowledge is close to none in houdini and i wasn't able to restrict bones I wish to achieve the real thing with your help Thank you piston.hip
  9. Thank you for all the tips guys I was hitting a wall in making an object into vdb and making it with as smooth as possible. The Dilate/smooth/erode is really working well
  10. SDF to point color

    This is exactly what i was looking for Thanks a lot David . I am re-uploading your file with the vopsop method implemented for people like me who are not scripting. sdf_to_point_color_dc_with_vopsop.hipnc
  11. I was looking into sdf and i found this file from Chris. I slightly modified it to get points colored by a ramp using sdf Does anyone know a better way to do that, in a normalized kind of way? I would like not to have to use the fit range to adjust the color ramp. Later i want to use this method to create custom velocity field on a pyro sim to contain the smoke within the velocity field. Thank you Fred sdf to point color.hip
  12. Mantra shader emission issue

    Thank you, I am running v15.5.480 It seems the new builds have serious failure so i will wait a bit.
  13. Mantra shader emission issue

    The work around i found is to use the attribute to drive the alpha of a layer mix between a principled shader and a surface model inside a material builder.
  14. Mantra shader emission issue

    Hi, It seems i cannot get the emission to work anymore when using a mantra shader or a material shader builder. The object doesn't light up nor illuminate other object. It works fine with principled shader tho. The project i am working on needs object to evolve thru attributes from emitive to refractive If anyone has a tip or a work around it would be apreciated Thank
  15. Ramadan tv filler

    Thank you guys I think the flicker is due to the cusp angle on the glass.All stars behind are light geo Also i had to render fast on a single computer, so i couldn't push the settings. I wish i had time to animate the clouds inside. The cloth is on the floor
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