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Rainroom

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Everything posted by Rainroom

  1. Hi folks, probably a noob question...but I was wondering, while creating an otl, how do I set certain subnetworks to be skipped and go to a deeper level when I double-click on an otl? I am looking for a behaviour similar to a solver-sop. If you double-click on a solver sop, it jumps couple of levels and takes you to the input object-merges which are a couple of levels down. How to replicate that? Thanks in advance. -K
  2. Point deform in certain zone?

    You should be able to do this inside a pointVOP or an attribVOP. Pipe in your non-point deformed geo in the first input and point-deformed geo in the second input. Inside the point/attribVOP you can use a mix node with the "bias" set to some attribute of the input geo which can smoothly interpolate between the point-deformed and non-point-deformed geo.
  3. Look at "targetstiffness" and "targetv" attributes.
  4. organic tissue target geometry animation

    Without looking at your file, you need to have a high targetstiffness value and use your animated geometry as a target geo.
  5. How about the "transform pieces" otl? You need matching "name" attributes for the source geo and the template points. The name attribute should be a prim attrib for the source and point attrib for the template points. The template points should also have a "pivot" attribute which would be their tx,ty and tz values.
  6. Make A Belly Bounce?

    One way would be to extract the belly region and pin the boundary points (unshared edges) to their animated positions. The rest of the points can simulate as grains using targetP, targetstiffness attributes. After the sim you can merge the animated geo and the simulated geo with points fused together.
  7. Make A Belly Bounce?

    Using FEM or PBD is ideal for this kind of situation. You can have procedurally animated target geometry to drive the simulation for absolute artistic control over it.
  8. The Wave breakdown

    Loved it! Awesome work...take a bow.
  9. There is an example file in the PBD help I believe.
  10. Flow Around Surface

    Well...I generally do this kind of effect by using a sop-solver inside POP DOP to ray (using VEX to ray instead of ray-sop -which is slower) the particles back to the surface and recalculating their velocity in each timestep. I use SDFs for more advanced control. This workflow works great for me. So there you have one method of mimicking the "Flow Around Surface" compound of Softimage.
  11. I believe you need to have initial velocity for it to work. Also, you can try the targetP attribute -which makes the grains to try and follow the animated geometry.
  12. Just curious if it serves any purpose. If so then how do you plug-in 4 outputs from within the subnet?
  13. Why 4 outputs in H14 SOP subnets?

    Great! Thanks Tomas .
  14. You can do that inside a VOPSOP with a mix node and have $FF fit to a range of 0 to 1 (min fit value: start frame, max fit value: the desired transition end frame) as the bias value for the mix. The input1 and input2 for the mix will be your up,N,v etc. If you have an orient or some other vector4 attribute then you can use the Spherical Linear Interp operator instead of mix.
  15. Wall Fracture Set Up Help

    You need to pin the corners of the wall to the ground, so that it holds still when hit by something. Look for pin constraint examples in the dopnet.
  16. Cloth Sim, Tieing a knot

    You can first hand animate the tie and then send it to cloth sim with high targetstiffness value. Don't forget to have your animated geometry set as rest and target geometry in the cloth object. The cloth solver will then try to solve for cloth with the original animation preserved.
  17. Houdini 15 Sneak Peek

    Dude...my rant was not for the "sneak peek" video...it's to do with the fact that SESI is totally reluctant to make in-depth videos of the new tools "AFTER" they have released the new version. Hope I'm clear now.
  18. Houdini 15 Sneak Peek

    What's the point of adding such ground-breaking features without covering them comprehensively in in-depth videos? I guess with each new H release SESI is like: Okay, so we've added these awesome tools, but let's have fun by not covering them properly in videos and watch the kids try to learn them by trial and error plucking their hair, beard and what not...and by the time they do, we'll release another new version and repeat the cycle.
  19. use the point() function to call in the value from the desired point.
  20. foreach inside foreach not working

    Please check the attachment. Is it something like this you want? Foreach_fix.hiplc
  21. Burning fuse/wire question

    The Peter Quint sop solver tutorial was done on an older version of H (prior to 12 I think). Now its a little easier to set up since we have solver sops in SOPs. Although the underlying mechanism is same but its more convenient to use solver sops than setting up a DOP network now.
  22. how to save accumulate vel with solver nodes

    Hi, Please check the attachment. Note that I have used a vopsop instead of an attribvop, but both will give you the same result. Thanks --Kaushik velsolver_fix.hip
  23. string/rope breaking tearing

    Recently I tried procedural rope tearing using FEM in H13 (H14 wasn't out then). It was slow but worked out okay. I haven't tried FEM in H14 yet, but heard that its much faster now. Also I guess H14 supports tearing in wires...not sure.
  24. Expanding Footprints

    You can create a distance based ramp for the ring.
  25. Interaction Deformation

    Calculating vectors to the centroid of the boat and randomizing those vectors in AttribWrangle or VOPSOPs will do the trick. Add to that some matrix manipulation to get more advanced distribution.
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