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dennisvolkerts last won the day on October 23 2020
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7 NeutralAbout dennisvolkerts
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Name
dennis
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Amsterdam
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hey... I had an idea of directly fitting in the whitewater source via a sop solver in dops as a post solve, is this possible? I have tried it. but with no luck, also by applying a compress fluid. before Im gonna send scenes Im just wondering. And about the experience. was trying to get some more fluids overtime to fill gaps like you would do in a sopsolver in dops thnx
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- sops
- whitewater
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vellum proxy sim EMITTER to Highress geo with variant copies
dennisvolkerts replied to dennisvolkerts's topic in General Houdini Questions
please anyone? -
dennisvolkerts started following Unwanted slomo effect bullet?, vellum proxy sim EMITTER to Highress geo with variant copies, group similar objects? and and 4 others
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vellum proxy sim EMITTER to Highress geo with variant copies
dennisvolkerts posted a topic in General Houdini Questions
Hi, I try to use a point deform on a emitter but cant get my head arround it. It get weird spiked geometry or all points go to the center saw some example files but thats all with a single mesh or a single object per frame Im trying to emit 10 variants. Does anyone have some example file? THANK YOU -
Hi, Is there a quick way to group similar objects? Lets say I have a scene where I want to group all the screws on a object but the object was from a client where everything is combined as one mesh. Thnx in advance!
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thnx
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- viewport
- depth of field
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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
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Heightfield / packet primitive not available in Arnold
dennisvolkerts posted a topic in General Houdini Questions
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-
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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?
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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!
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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
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sure! Here you go woodSplintering_005-ForUpload.hip
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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
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I finaly fixed it. I had my crossproduct in a wrong order in my float to matrix 3. POP_Rotation_AlongCrossproduct_FIX.hip
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- crossproduct
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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.
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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
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- pop rotation
- crossproduct
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