Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Everything posted by Follyx

  1. trying to setup the calssical "destruction of a wall" on a, for me, new way. With problems. Logo. How do I prevent the wall from collapsing without a hit from the sphere at the beginning. Active/passive wranglenode? How? How could I use a constgrained "Fixateur" like a cube on the side of the wall for preventing the wall from selfcollapsing in this kind of setup? (just interested in; prefering the other way what I've asked before) Does anyone know a good example with this kind of setup for destruction? Or similiar? Where could I use wranglers instead of sops/dops and, of course the code for them? whats the way for further destruct the clusters if thy hit i.e. the ground? Thought its time to go new ways, so thats the reason for all this stuff wall.hip
  2. following steve knippings boolean or not boolean, encountered a problem with the dop network. Building it on the fly by dropping a dop network, in there a rbdpackedobjeckt for the prefractured packed object, source first context geometry, into a rigidbodysolver, gravity, merge with a ground,blabla... The problem is that the imported, fractured object starts immediately to "explode". Not as recently as it is colliding with the floor. In the video it works... so where I have my mistake? Houdini 16.5 boolea_or_not_boolean.hip
  3. Hi, doing the "boolean or not boolean" tutorial from Steven Knipping (great men...). Unfortunately there grown a couple of problems. Please have a look to my file: - if I check/uncheck the "pack and imstance" option in the copytopoints1 the shading will change. Never recognized this behaviour. Is this normal? but if I pack them, the boolean wont work as expected. - between the pighead and merge1 I have to drop a normalsop for the pighead, otherwise the pighead will loose its UV'S. Similiar with the sphere1 before the copytopoints sop. Why? In the Knippingvideo all works fine and I never watched such a behaviour by myself. boolea_or_not_boolean.hip complement: do I have to recompute the normals each time a point operation was before and does have a i.e. a polyspheer no normals by default? AND is there anywhere a switch, wich I activated accidently, to stop/start this behavior?
  4. Boolean problems

    thats the deal, thank you
  5. Very cool and usefull. Thank you.
  6. Hi, dont find the settings for sharp edges in the viewport. I know its a childish question but you know, sometimes it is like it is... I look for smooth edges... Following example
  7. Hi, tried to manipulate the filecache node for versioning. Unf ortunately one entry is to much. How could I delete it in the middle from the EdiparamaterInterface? Right clicking on the choosen paramater isnt the solution cause there is nod "delete" field in the offer. Also the del on the keyboard dont work. Any sugestions please?
  8. Yep Sir, already done that. Thak you.
  9. couple of time ago I was able to reade the filename of a node in the parameter editor. Quiet now I need but dont find it where to activate this again.
  10. Hi, Never used it before but I thought there is a checkerboard shader in H16 (before?). So do I forgot something?
  11. metaball forces

    How can I avoid the typicall spherically shape in a i.e. particles explosion? some good workarrounds for it?
  12. Smoke Solver | Tips and Tricks

    Awesome. Thank you.
  13. Hi, I've got serious problems to figure out the wright UV's for my carved object. Also tried it with Polys instead, but the same and I prefer Nurbs. So.. Where is my mistake? Thanks in advance and good times. VDB_crack.hip
  14. strange material node behaviour

    strange, now it works. Thank you. Dont know what was happened....
  15. have a look at the file. just a simple geo with two groups. 2 Materials via the material node it isnt possible to assign 2 different Material to the two groups. Do I miss something? Houdini 16.0.736 mat.hip
  16. strange material node behaviour

    so where is my green material for my outside group?
  17. what is the file: C:\Program Files\Side Effects Software\Houdini 16.0.633\bin\OpenCL\bin\x64\cl.cfg used for? Its just CL_CONFIG_GL_DIRECTX_INTEROP = False inside. What would happen if I set it to "True"? Maybe it s a solution for my problem on a dualgraphic Laptop, one Intel one Nviia, that just the Intel is used for OpenCL....
  18. Hmm, thank you. The reason why I try to translate this old file isnt in and of itself the grow theme, as much as the converting per se. Of course I already know these fantastic tutorials from Entagma.
  19. please could you help me in converting this damn file, where I want to convert the "create attribute" nodes into pointwrangler. the attribcreate_growRate makes Problems. Further in the DOP node, Sopsolver, the vopsop_check_collision. You'll find the original file here: http://ihoudini.blogspot.de/2009/05/growing-objects.html the modified here: This was my original starting point. Would be really great if someone could help me. Slowly the different areas from Houdini become an unit for me. In the case of VEX and wranglers I still having problems... PC_grow.hipnc
  20. in some circumstances I dont see my constraints anymore... especially if I work in the sopsolver. They are still functionally but thats it.... Any Idea? ahh: 16.0.633 is my version and the graphicdrivers are ok.
  21. ok: a curve with i.e. 10 points. I want to achieve that the normals of the curve are pointing to the next point on the curve. I want to realize it with a point wrangle node AND VOP's I think thats an old problem but I didnt know how to search for it:-) Thanks in advance
  22. deactivating viewport points

    Sorry for that: I' dont find a way to deactivate the points in the viewport.... shortest_path_grow.hip closed.
  23. hmm... a wrangle with the iteration from @currentframe -1 metadata and ask for the pos...? can you up a file for it?