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Everything posted by Follyx

  1. The breaking threshold in a vellum stitch constraint (and/or in a vellumconstraint property inside the vellum solver) is in the same "range" as in prior versions, is it? I do an older tutorial (v.17.5) in v.19 and i.e. in there the breaking threshold is set to 1 while in my version I have to pump it up to 150. The dimensions of the objects are the same in the tutorial and in my file. Does anyone knows if SFX has changed the "scaling" in some Attributes accordingly to prior versions? Or something similar... And in some vellum contstraints the @stress in the geoetrySpreadsheet is much higher than the breaking threshold and they still dont break (same in the vellum constraint sop -> break and (see above) in a constraint property inside the vellum solver). Why is that? Any suggestions? v.19.0383
  2. as the title said I want to rebuild the matchsize node with vex. Could someone help me please? Also a link, tutorial or everything else would be fine. Thanks in advance, cheers and stay healthy.
  3. isnt there an easy way to hold the current scene without saving it on the normal way? I think there was one with an older qlib version.... Any suggestion for an addition somewhere?
  4. a simple attribute vop noise layer: P -> noise -> add with P -> output in P and CD. the whole model becomes green and not black and white Independent wich kind of noise... - never saw that before. no materialpath attribute in it. Any Ideas? Ah: Hou 18.5.596 and GPU drivers are ok.
  5. Does anyone know a file / tutorial where flip, vellum and rbd have work together and into each other, more or less side by side to realize the final result? I dont mean each seperate and compose it finally rather a close intermehing for the final result? That would be fantastic.
  6. Shift+F broken

    did you also tried it in an other desktop`?
  7. whats that? never saw that before: on my diyplay option toolbar is a big red dot with the message: ERROR: (material/GL32/beauty_primvertnorm_lit.prog) GLSL Shader failed to compile. and nothing is displayed in the scene view. Already reinstalled HOU 18.5.496 but nothing... Any Ideas? And of course I have to finish a job today.... :-( edit: installed the newest nvidia driver (496.13) before and I think thats the problem. reinstalled an older version (471.68) of the driver and it work again... wired... Despite this would be a hint great...
  8. intersection analysis

    Phantastic, thank you. I didnt recognized the null way from the switch. Was deep in the loop involved that I missed everything outside... lol And thank you for the examples.
  9. I found this file wich is in the atachement. How does this work? I mean where are the function for deleting the spheres wich intersect each other? Is it the job from the intersection anlysis? But if so, where is the connected Output from the intersection analysis? I really dont understand the logic behind this scene. Who could give me a hint / explanation please? untitled.hip
  10. copying Matrix

    Haha, now I got it. Thank you to you both. F.. Typos...
  11. copying Matrix

    I try to copy the intrinsic data (matrix3) from a DOP animated to an static object. Unfortunately the rotation vector is somehow funky. Have a look at the hip please: Credits: Tutorial by Alessandro Nardini on you tube: https://www.youtube.com/watch?v=s9DjkDt-6Js Smart_activation_4.hip
  12. copying Matrix

    äh, I dont understand exactly what you mean...? I declared the m3 as a matrix3 the matrix 4 is needed for packed objects and/ or v and/or w, isnt it?
  13. whats the beat way to have dif. HOU versions AND dif. home directories? Is there a way to add something to the link or ow do you handle that? Thanks on advance. Stay healthy and keep going...
  14. lerp shows unexpected behaviour

    ok, thanks anyway. I already solved the problem by myself - foolishness... ;-) So its solved.
  15. doing a tutorial, the Railsystem. In the moment I stuck with a lerp function in a wrangle. It dont takes the, in this case spline, whole geo, just a part of it. Please have a look onto the hip to show my problem. I dont know whats wrong with it, I dont find it. Could you help me please? Railsystem_Chapter_2.1.hip
  16. want to setup a grain sim but my grains are not shaded correctly in the viewport: Dont find a solution to display the grain correctly. Have anyone some advice please? Never had that before...
  17. printing netwok view

    I'm sure, the question of how to print the network view, isnt really new. But I am not a python crack so my possibilities are limited... Does anyone know how to handle the printing of the newtwork view? Better would be a tool for displaying and printing also the whole dependencies together with the nodes.... Thanks for any suggestions
  18. assigning new constraints to solver

    the first problem in my setup is that the bendend object tend to go back to its initial state. I grabbed the initial constraint, copy the primintrinsic "packedfulltransform" - the transfomationmatrix from the packed pieces onto it. In my sugggestion the sopsolver should send it to the rbd solver for the next step. So it should bend more and more. Unfortunately it goes back into its original position. Like there wouldnt be a sosolver and/or the constraints are totally wired. Why the constraints are bending back to its original position instead to bend more and more. If the last state of the constraints is the maximium bend state and the new origin constraints are already bent (this one I changed with the copied transforms from the bended geo), from where the rbd solver get its information to use other constraint states instead of the new initial state? metal_bending_02.1.hip
  19. a little bit tricky to explain my point of needed help: building a system for bending metal. I'm not using softconstraints rather hard constraints. In the constraintnetwork sopsolver I pick the original constraints, copy the 4matrix from the geo and want assign the new constraint network back to the bulletsolver. First problem: How to solve the usage of the new constraints, seems like the rbddolver dont use them. I think there is a big mistake in my setup. At an other state I already posted in SFX Forums and get a plausible help from "Miccetro" (https://www.sidefx.com/forum/topic/79064/). But as I wrote I want to go with hardconstraints and change the constraints. So could anyone have a look at my hip and examine it for eventually furher help? ^^ Keep healthy. metal_bending_01.hip
  20. wired DOP beviour

    in a relative simple setup for metalbending my DOP make problems. Starting with not desired movement of the object. Would you mind to have a look to the hip, please, and give me some tips (advice)? I just overlooked something I think... Dont find it quite now. metal_bending.hip
  21. if I create an empty volume sop with i.e. dimensions 5*5*5, nothing is visible, nor the bounding box. In a tutorial wich I'm studying quiet now, there is at least a bounding box. Newest graphicdriver; Houdini ver 18.5.462 Any idea? volume_sop.hip
  22. vellum grains not shaded

    I look to reaply the default settings for the vellum grains. As you can see in the hip, they arent shaded at all... Any suggestions please? 01_Character.hip
  23. vellum grains not shaded

    nope, the gamma wasnt it.
  24. heightfield erode sim problem

    I built it in 18.5.462
  25. my heightfield erode node dont want to work. Is it possible to get a hint? A nice day and keep healthy... Railsystem_Chapter2_Clip2.hip