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dennisvolkerts

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dennisvolkerts last won the day on July 27 2014

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About dennisvolkerts

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    dennis
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    Amsterdam
  1. Depth of Field in viewport display?

    thnx
  2. Depth of Field in viewport display?

    Hi does anyone know how to display DOF in the viewport? I know there is some option in flipbook that does this. but how to enable it without flipbooking it? H16.5
  3. Hi, Im new to Arnold for Houdini and was wondering why Heightfields do not render inside Arnold. Do I realy need to convert them? Also packet primitives doesnt seems to work. Are there any work arounds if you need to scatter alot of vegetation? Thnx
  4. I have been searching half a day. But I found it. But Since when I can not render geometry if the render flag was somewhere else? Is it the foreach? Is it a hda I allowed to edit?
  5. Simulate last frame after crash FlIP Fluids

    Hi, I got alot of crashes with my FlipFluid sim at a cetrain time because Im out of RAM. Is there a way to pick up your lost frame and use that as a initial state to resim from there? Whats the best workflow? There's also one thing i dont realy understand exactly.. Why is the data getting bigger and bigger? It just save's point position and v data right? particle count stays the same, no reseeding also.. so whats makes the files go bigger then? Help would realy be appriciated! thnx alot!
  6. Unwanted slomo effect bullet?

    Thnx!!! that did the trick!!! does anyone also know a way to keep every fracture hold like a glue before a hit? The cone tiwst constraint seems to hold it but doesnt keep its shape But if i use a glue (even at a strength of 0.001) in conjunction with a cone it losses its bend factor (is over ruled by the glue On or Off) and my ball with a very high density doesnt even go through my object but bounces back
  7. Unwanted slomo effect bullet?

    sure! Here you go woodSplintering_005-ForUpload.hip
  8. Unwanted slomo effect bullet?

    Hi, I just was testing some wood splintering and clustering. Can anyone tell me why im getting this little slomo effect like the movie "Immortals"? Looks cool but not what i want fps is 25, standard gravity 9.81 seems to be fine. dopnet subframe standard: 1. bullet subframes standard: 10 / 10 interations All i did was some -fracturing based on clusters and -added some cone constraint between the clusters. thnx
  9. POP rotation along crossproducts

    I finaly fixed it. I had my crossproduct in a wrong order in my float to matrix 3. POP_Rotation_AlongCrossproduct_FIX.hip
  10. POP rotation along crossproducts

    Hi. what i try to do with my crossproduct is to define my rotation axis along my vel-dir. So if it was a carwheel. It should rotate along the x axis with the amount based on its pscale multiplied by PI Multiply by 360 degrees etc... so it should roll instead of wobbling.
  11. POP rotation along crossproducts

    Hi.. Im doing two crossproduct that defines my rotation by distance based on its pscale. Now I wonder why my orient is not taking my vector correctly if i view its axis it seems to be fine. Anyone who can have a quick look? Thnx POP_Rotation_AlongCrossproduct.hip
  12. connect adjuct pieces doesnt work in foreach

    Can you show me an easy example?
  13. connect adjuct pieces doesnt work in foreach

    Hi Pradeep, Well. I didnt need single pieced clusters as one object... therefore i cant use te bullet sop. In the the voronoi sop inside the node its deleting the attribute __piece which i now bypassed by renaming. So i did made a glue constraint based on the attribute in the foreach which glued al my pieces that where showing the same clusters as in the voronoi fracture node.
  14. connect adjuct pieces doesnt work in foreach

    Hi, The reason i used the foreach is to create a glue by cluster atrribute. See attachment. I already found the answer. The for each doesnt always update untill you hit the green feedback checkerbox.
  15. Hi. Im trying to do a fracture and make some glue constraint but the problem im havin is that the glue adjunct pieces doesnt work inside my foreach. Please help! Thnx see attachment! ForEachConnectAdjunctPieces.hip
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