Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

8 Neutral

About Midasssilver

  • Rank

Personal Information

  • Name
  • Location
    Los Angeles
  1. Copy To Points/Normals

    On the copy sop, there is a Use Template Point attributes parameter that you need to enable to make sure the attributes are copied from the points onto your copied geo.
  2. Earthquake in Paris

    I feel like a fire coming off Notre Dame would be more realistic
  3. Boolean Shatter Node Giving Strange Artifacts

    Tried to resolve your issue, and after inspecting your geo, I found that that is likely a large part of the problem. Inspect the mesh around the pants - see the holes and messed up geo? That won't boolean correctly, which also explains why the technique worked on simple geo, but not your model. Unfortunately I can't tell you how to fix your model, but perhaps converting to vdb and remeshing it could get you what you need. One thing I suggest while troubleshooting this, is try using a single cutter first, and see if the problem persists, then increase the count of the cutters after that.
  4. Animated colliding objects

    Pretty cool. I didn't know u could do that I'm going to check it out and hopefully learn some stuff
  5. how to import point (attribute VOP)

    I have no idea how you gauged that that was what he was trying to do lol
  6. how to import point (attribute VOP)

    Sorry, I don't really understand what you are trying to do. An attribute vop does run on all points that are plugged into the attribute vop. Anything done inside the attribute vop will run on all the points. Then you said you want the same gradient on all the points. That part really doesnt make sense. It looks like you have a color gradient on your grid, but the only reason you are seeing that is because it is a collection of points. Each point only has 1 color, so it's impossible to have a gradient of color on any one point. Maybe ask your same question differently and it will make more sense.
  7. Animated colliding objects

    That doesn't make much sense. The 3 rbd objects bumping into one another is fine. But you said you wanted to animate the objects and have pin constraints based on that animation? Normally you would pin points of an object, not an entire object. You can bring your objects into DOPs with their animation, but then they won't be active objects, they will be static deforming objects. What I'm trying to say is, it is not easy to blend animation and dynamics. I know it can be done, but not very easily. And, I'm pretty certain that the way that would be accomplished wouldn't be with constraints.
  8. Try dropping in a clean sop on your unpacked geo before writing out the alembic. That might fix it. If you are afraid its a Houdini to 3DS max thing, import the alembic back into Houdini and verify if the broken geo is still a thing.
  9. Animated colliding objects

    Well, you can certainly sim one object, then convert that cache to a collision object in another sim, so you can mix animated and rbd objects that way. You can also crumble apart an animated object as well, by preserving @animated on the objects you want. Unfortunately what you are describing doesn't seem easy. With a RBD fracture, you are able to distinguish between which pieces are animated and which are simulated over time, but as far as somehow having an object both retain animation, but also dynamically simmed, and seamlessly bridge the gap between the two doesn't seem like an easy feet. I have seen people mention getting mutual feedback between RBD objects, so maybe something like that could be accomplished. My only question for you is why do you need to hand animate the furniture in the first place? Can't you just give it an initial velocity and rotate it in the right direction, to accomplish the same thing?
  10. [SOLVED] Determining a volumes max velocity

    On the dop i/o, there is a compute min/max option. That will show you the max and min vel for each float of the vector. I tried to figure out how to get the length of the velocity from that, and I didn't have much success BUT I did think of a potential work around. Since you can get the length of the velocity measured from points, you can use the volume to advect points, and ramp down how much vel is received on the popadvectbyvolume. As long as the points move with the smoke sim, you should be able to use those to get a max length of your velocity.
  11. Rigid Bodies keep moving

    You've got some weird stuff going on with your collision geometry. Look at the ground plane move half way through the movie; that's bound to cause some weird movement.
  12. imported Alembic broken UVs

    Something seems weird with the obj/alembic export you used. I wrote out a obj from the alembic, and I got the same uvs on the alembic and the obj, so I'm not certain what went wrong with your setup. In the attached scene, you can see that they are the same. alembic_import_UVs_02.hip
  13. imported Alembic broken UVs

    I suspect it's a difference with the abc itself. Because you locked them and didn't provide the original abc, it's harder to diagnose. Some of the procedures where I tried to line up the uvs between the sets of geo with the same point count didn't work. If you could re-upload one more time, but this time include the abc in a .zip file, and timeshift to the frame you want, instead of locking the abcs, then there should be no more extra variables that could be causing the difference. Do that, and I'll check it out again.
  14. Rendering volume noise

    Does this work for ya? Noise Render_02.hipnc
  15. Vellum Hair Separation

    Post a hip and I'll check it out for ya!