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About gnarlog

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  1. fbx imported anim not colliding with flat tank

    Thanks for that suggestion Paul, turned out to be both that and that the velocity magnitude on the geo wasn't high enough. The uniform divisions were low enough that the details of the whale weren't being captured, and the velocity magnitude needed to be multiplied by a factor of about 6 to get what I was looking for. Thanks for the help!
  2. Hi there, I have an animation of a polygonal whale jumping up and falling down. It was created and exported from 3dsmax. I'm trying to bring it into h13 and add some fluid splashes. All I've really done is use the ocean fx flat tank setup and played around with it. I can't get anything that looks remotely like a realistic splash, in fact none of the changes I make to the static object collision parameters seem to make much difference, All I ever get is a small number of displaced particles around about the middle third of the whale, and they don't seem to behave realistically -- they look kinda like maple syrup shot in slow motion. However if I drop a sphere into the scene and keyframe it with a roughly similar velocity, it does pretty much what I'd expect, nice little splash. I feel like I must be missing something really basic. I've attached the fbx(zipped) if anyone is patient enough to look at it. Any advice would be greatly appreciated. Thanks, Matt Humpback_Whale_Jump_1.zip
  3. Thanks for the responses! Eetu, that is exactly what I was after. Thanks again!
  4. Hello there, I would like to take an alembic imported point cache and turn on the vertices based on some velocity magnitude threshold using a delete sop, but have them not turn back off(get deleted) when the velocity magnitude goes back below that threshold. I know this kinda thing is doable, but I suck at houdini. If anyone is feeling charitable, I'd really appreciate it. Thanks a lot, Matt
  5. setting attribute components in an expression

    That is perfect! Exactly what I was looking for. Thank you!
  6. setting attribute components in an expression

    By the way, I feel compelled to say that after reviewing a number of threads in this forum, that I think it's quite remarkable how smart and helpful this group of people are. Very impressive group;)
  7. setting attribute components in an expression

    Hi Mangi! Thanks for the response. So... Let me see if I can put this more clearly. I'm actually working on a scene right now where I'd like to be able to do what I'm talking about. I have a windforce node connected to a pyro sim. I want the wind to blow toward the camera, so I subtract a reference point from the camera position. I want that vector to be normalized. So it would be really handy to be able to open the expression editor in one of the velocity parameter fields and do something like: { vector windDir = (camPosX - refPosX, camPosY - refPosY, camPosZ - refPosZ,); vector windDirNorm = normalize(windX, windY, windZ); .... } And then assign the components of windDirNorm to the corresponding parameter fields. As far as I know, when you return whatever you've calculated, it applies exclusively to the parameter field that you opened the expression editor in. Of course, it's not really a big deal to use a vop sop to do that job, but it would certainly be nice to be able to specify a field in a vector parameter to assign the component results to from a vector calculation in an expression. Does that make any sense? Thanks a lot, Matt
  8. setting attribute components in an expression

    Now I usually just use vops when I run into this kind of problem, but I'd still like to know if this is possible? Is the question clear? Anyone? Thanks, Matt
  9. Hi there, I'm fairly new to Houdini, and this may be common knowledge, but I couldn't find any reference to it, so here goes: If I have an attribCreate sop set to create a vector and I open the expression editor through one of the component fields, can I set the other components in that expression? Thanks a lot, Matt