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Follyx last won the day on April 16

Follyx had the most liked content!

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About Follyx

  • Rank
    Houdini Master
  • Birthday 08/01/1965

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  • Name
    Olly
  • Location
    Berlin

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  1. Need help for a smooth POP emission

    Lot of tuts online. I.e:. https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwjj-LXCo5j3AhWYRPEDHYJ8CesQtwJ6BAgGEAI&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Dw0eGwlGyTjE&usg=AOvVaw2Mb6kBuuYNbW8BSCJjfmGZ https://www.cgcircuit.com/tutorial/how-to-fix-particle-stepping-in-houdini?utm_source=youtube&utm_medium=social&utm_campaign=how-to-fix-particle-stepping-in-houdini https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwjj-LXCo5j3AhWYRPEDHYJ8CesQtwJ6BAgQEAI&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DriUx1ILoedc&usg=AOvVaw1kdearygh3nJWPunWjhFHX Was just the first three after a google for "Houdini particle stepping". I am sure you will find a lot more online. Also try to change your popsetup before changing the subseps.
  2. hi the scene in the attachement give me 2 different renderresults:
  3. Hi, how do you setup a scene for caching with a lot of sims to render. It should cache and render all the sims at once. I am interested in both ways, the TOP and the "normal" way.
  4. Ground Impact

    in wich direction should the particle tend to direct with its normals? If it should be completeley random use an attrib noise. Or a wranglenode, i.e. like so: @N = rand(@Ptnum)); Also go further to dev this rand function. Have a look into the Web for further usage and/or examples.
  5. little late, sorry. Was ill. So thanks Librarian
  6. How could I change resitant the base color (i.e. for coloring, forloop node) of HDA's?
  7. yeah again: one more question about the hodini.env I try to implement the FeElib (FeLib on GitHub) into my setup. Had read the toadstorm infos for the json files (Toadstorm: "doing away with houdini.env)" and also the sidefx hints. Unfortunately it wont work. Here is the felib.json wich I try to integrate in my setup: FeLib.json. The FeLib itself is located in "E:/github/FeELib-for-Houdini" on my workstation. the once part I've changed was the "path": [ { "value" : "$LibPath/FeELib-for-Houdini", "method" : "prepend", }, ], into "path": [ { "LibPath" : "e:/github", "value" : "$LibPath/FeELib-for-Houdini", "method" : "prepend", }, ], here is the complete FeLib.json: { "load_package_once": true, "path": [ { "LibPath": "E:/GITHUB", "value" : "$LibPath/FeELib-for-Houdini", "method" : "prepend", }, ], "env": [ { "FeELib": "$LibPath/FeELib-for-Houdini" }, { "HOUDINI_SCRIPT_PATH": { "method": "prepend", "value": [ "$FeELib/scripts", ] } }, { "HOUDINI_OTLSCAN_PATH": { "method": "append", "value": [ "$FeELib/otls/examples", "$FeELib/otls/2D", "$FeELib/otls/Advect", "$FeELib/otls/Animate", "$FeELib/otls/Attribute", "$FeELib/otls/Convert", "$FeELib/otls/Data", "$FeELib/otls/Deform", "$FeELib/otls/Deprecated", "$FeELib/otls/Edit", "$FeELib/otls/Export", "$FeELib/otls/Filter", "$FeELib/otls/Fluid", "$FeELib/otls/Fracture", "$FeELib/otls/Generator", "$FeELib/otls/Geo", "$FeELib/otls/Group", "$FeELib/otls/Growth", "$FeELib/otls/HeightField", "$FeELib/otls/Image 2D", "$FeELib/otls/Import", "$FeELib/otls/IO", "$FeELib/otls/Match", "$FeELib/otls/Morph", "$FeELib/otls/Operation", "$FeELib/otls/Poly Edit", "$FeELib/otls/POP", "$FeELib/otls/Script", "$FeELib/otls/Solver", "$FeELib/otls/Topo", "$FeELib/otls/Transform", "$FeELib/otls/UV", "$FeELib/otls/Visualize", "$FeELib/otls/Animate/Loop", "$FeELib/otls/Attribute/String", "$FeELib/otls/Attribute/Vector", "$FeELib/otls/Convert/Pack", "$FeELib/otls/Data/Capture", "$FeELib/otls/Data/Cluster", "$FeELib/otls/Data/Connectivity", "$FeELib/otls/Data/Enumerate", "$FeELib/otls/Data/Graph", "$FeELib/otls/Data/Hull", "$FeELib/otls/Data/Intersection", "$FeELib/otls/Data/NDC", "$FeELib/otls/Data/Orient", "$FeELib/otls/Data/Property", "$FeELib/otls/Data/Shading", "$FeELib/otls/Data/Similar", "$FeELib/otls/Data/Space", "$FeELib/otls/Data/Time", "$FeELib/otls/Data/Topology", "$FeELib/otls/Data/Transfer", "$FeELib/otls/Data/Transform", "$FeELib/otls/Data/Volume", "$FeELib/otls/Data/Weight", "$FeELib/otls/Detect/Bounding", "$FeELib/otls/Detect/Similar", "$FeELib/otls/File", "$FeELib/otls/File/Game", "$FeELib/otls/Filter/Animation", "$FeELib/otls/Filter/Bake", "$FeELib/otls/Filter/Boolean", "$FeELib/otls/Filter/Constraint", "$FeELib/otls/Filter/Constraint/Kinematics", "$FeELib/otls/Filter/Curve", "$FeELib/otls/Filter/Deform", "$FeELib/otls/Filter/Deform/Bend", "$FeELib/otls/Filter/Deform/Bone", "$FeELib/otls/Filter/Deform/Capture", "$FeELib/otls/Filter/Deform/Curve", "$FeELib/otls/Filter/Deform/Morph", "$FeELib/otls/Filter/Deform/NDC", "$FeELib/otls/Filter/Enumerate", "$FeELib/otls/Filter/Fracture", "$FeELib/otls/Filter/Generator", "$FeELib/otls/Filter/Geo", "$FeELib/otls/Filter/Interpolate", "$FeELib/otls/Filter/Match", "$FeELib/otls/Filter/Noise", "$FeELib/otls/Filter/Project", "$FeELib/otls/Filter/Ref", "$FeELib/otls/Filter/Rewrite", "$FeELib/otls/Filter/Smooth", "$FeELib/otls/Filter/Space", "$FeELib/otls/Filter/Struct", "$FeELib/otls/Filter/Topo", "$FeELib/otls/Filter/Topo/Artificial Line", "$FeELib/otls/Filter/Topo/LOD", "$FeELib/otls/Filter/Topo/Optimize", "$FeELib/otls/Filter/Topo/Subdivid", "$FeELib/otls/Filter/Transfer", "$FeELib/otls/Filter/Transform", "$FeELib/otls/Filter/Volume", "$FeELib/otls/Filter/Volume/Analysis", "$FeELib/otls/Filter/Volume/Rebuild", "$FeELib/otls/Filter/Volume/VDB", "$FeELib/otls/Filter/Volume/Analysis", "$FeELib/otls/Filter/Volume/Rebuild", "$FeELib/otls/Filter/Volume/VDB", "$FeELib/otls/Filter/Generator/Data", "$FeELib/otls/Filter/Generator/FX", "$FeELib/otls/Filter/Generator/Modeling", "$FeELib/otls/Fracture/Boolean", "$FeELib/otls/Fracture/Clip", "$FeELib/otls/Fracture/Collision", "$FeELib/otls/Fracture/Constraint", "$FeELib/otls/Fracture/Shatter", "$FeELib/otls/Fracture/Voronoi", "$FeELib/otls/Generator/Copy", "$FeELib/otls/Generator/Curve", "$FeELib/otls/Generator/Curve to Poly", "$FeELib/otls/Generator/Fractal", "$FeELib/otls/Generator/FX", "$FeELib/otls/Generator/Graph", "$FeELib/otls/Generator/Layout", "$FeELib/otls/Generator/Outline", "$FeELib/otls/Generator/Point", "$FeELib/otls/Generator/Poly Expand", "$FeELib/otls/Generator/Primitive", "$FeELib/otls/Generator/Sample", "$FeELib/otls/Generator/Stylize", "$FeELib/otls/Generator/Volume", "$FeELib/otls/Geo/Ball", "$FeELib/otls/Geo/Biome", "$FeELib/otls/Geo/Box", "$FeELib/otls/Geo/Building", "$FeELib/otls/Geo/Building/Stone", "$FeELib/otls/Geo/Building/Wood", "$FeELib/otls/Geo/Building/Decoration", "$FeELib/otls/Geo/City/Block", "$FeELib/otls/Geo/Curve", "$FeELib/otls/Geo/Fractal", "$FeELib/otls/Geo/Fractal 2D", "$FeELib/otls/Geo/Hard Surface", "$FeELib/otls/Geo/Hedra", "$FeELib/otls/Geo/Industry", "$FeELib/otls/Geo/Installation", "$FeELib/otls/Geo/Layout", "$FeELib/otls/Geo/Machine", "$FeELib/otls/Geo/Mirror Symmetry", "$FeELib/otls/Geo/Motion Design", "$FeELib/otls/Geo/Nature", "$FeELib/otls/Geo/Organic", "$FeELib/otls/Geo/Pattern 2D", "$FeELib/otls/Geo/Pattern 2D/Font", "$FeELib/otls/Geo/Primitive", "$FeELib/otls/Geo/Primitive/2D", "$FeELib/otls/Geo/Primitive/Curve", "$FeELib/otls/Geo/Primitive/Helix Spiral", "$FeELib/otls/Geo/Primitive/Knot", "$FeELib/otls/Geo/Primitive/Polyhedron", "$FeELib/otls/Geo/Primitive/Surface", "$FeELib/otls/Geo/Radial Symmetry", "$FeELib/otls/Geo/Radial Symmetry/Cup", "$FeELib/otls/Geo/Road", "$FeELib/otls/Geo/Script", "$FeELib/otls/Geo/Sphere", "$FeELib/otls/Geo/Terrain", "$FeELib/otls/Geo/Test Geometry", "$FeELib/otls/Geo/Tube", "$FeELib/otls/Group/Bound", "$FeELib/otls/Growth/Cluster", "$FeELib/otls/Growth/Fractal", "$FeELib/otls/Growth/Grain", "$FeELib/otls/Growth/Search", "$FeELib/otls/Growth/Tesselation", "$FeELib/otls/Layout", "$FeELib/otls/Morph/Time", "$FeELib/otls/Operation/Blast", "$FeELib/otls/Operation/Cache", "$FeELib/otls/Operation/Delete", "$FeELib/otls/Operation/Filter", "$FeELib/otls/Operation/Merge", "$FeELib/otls/Operation/Update", "$FeELib/otls/POP/Trail", "$FeELib/otls/Topo/Artificial", "$FeELib/otls/Topo/Blast", "$FeELib/otls/Topo/Culling", "$FeELib/otls/Topo/Optimize", "$FeELib/otls/Topo/Primitive", "$FeELib/otls/Topo/Recreate", "$FeELib/otls/Topo/Repair", "$FeELib/otls/Topo/Resolve", "$FeELib/otls/Topo/Sample", "$FeELib/otls/Topo/Standard", "$FeELib/otls/Topo/Stylize", "$FeELib/otls/Topo/Subdivid", ] } }, { "HOUDINI_VEX_PATH": { "method": "append", "value": [ "$FeELib/vex/^", "$FeELib/vex/include", "$FeELib/vex/include/child", "$FeELib/vex/include/child/element", "$FeELib/vex/include/child/element/basic", "$FeELib/vex/include/child/element/basic/deep", ] } }, { "HOUDINI_OCL_PATH": { "method": "append", "value": [ "$FeELib/ocl", ] } }, ], } The Felib isnt recognized at all with this configuration. And no, I dont want to copy the whole FeLib folder into my home directory. Thanks in advance and Healthyness and Peace.
  8. did you installed the Ryzen Master tools? (AMD Ryzen Master Application). Here you will have a playground for tuning. And the correct driver wil also be installed, I think.
  9. if I use a resample node, the points are evenly distributed. After a noisevop node the distribution isnt even aymore. How could I distribute the points again evenly? Another resample will change the pointcount wich is important for further developing. Is there a node for an evenly distribution of points. A VEX solution is welcome
  10. how could I manage that i.e. inner, not visible particles i.e. from an thick spray, not to be rendered/calculated. Are they calculated?
  11. how could I manage that that the vellum solver "unfolds" the overlapping cones? Growing few frames from a stadium where no overlapping occur at all wont help cause the cones become to tiny for the vellumsolver, do they?. Whats the secret to handle such a situation? animated_restblend.hip
  12. primintinsic access in dops

    one solution is using a SOPGEO, in some cases a sopsolver also would help.
  13. Deform along curve

    BTW: the most elegant way of course is using vellum. Give it a try... and if you are not satisfied with the onPath solution use yout own Velocity field with 2 vectors: one for the path direction, one for pushing it inward to the path. i.e. Tim van Helsdingen: Better curve force As vellum is point based solver you are able to use all the fine POP nodes for artdirecting your path movement...
  14. If I want to start Hou sessions in paralell, the second one isnt able to move the cache: Access denied (of course, cause its occpupied from the first session). Cache, GPU cache and Shader cache:(Zugriff verweigert = Access denied) ;-) How do you handle this problem? Stay healthy and be smart.
  15. flip vol. collider issue

    hm.... better doing like so... lol
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