Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About revelationsr

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

1,990 profile views
  1. Hello. I have a scene where I need to animate a object with stretched skin over it. So the skin needs to slide over it. Vellium is not quite giving me what I want. The object slide underneath but is not pulling the skin surface. So I added a edit sop. In there is a function "slide on surface" which alows me to add tweaks on top of the simulation. Pushing a few points where I would like them to be. It works very well. The problem is I cant animate in the edit sop. Is there another function in Houdini that would left me slide points along a surface and let me key it? Cheers
  2. I have a jacket I want to simulate. This jacket has a zip running down the front. The modeller who created the jacket has not left the line of edges where the zip is meant to run sperate. All the points are merged along that edge. I have been told to simulation this jacket as if the zip is open. Now I cant to this because these edges are all merged. What tool in houdini will let me take a row of edges on a GEO. Let me separate them. So vellium will see it are two separate pieces of cloth? Cheers
  3. vellium attract to matching GEO

    Hello. I have a vellium cloth setup. I have several pieces of GEO. They are all have a "piece" attribute on them. I have moved those piece to another location. I would like to know how to setup connections between them based on the "piece" attribute. Or maybe based on matching Geometry? I am sure either will work. Cheers
  4. cloth constraint break threshold missing.

    Hello. I have this scene. In it I need to have an "attach to geometry" constraint. At some point in the scene I need them to break. I planned to trigger it using the "break threshold" attribute. From what I understand. This attribute should be generated when I tick the checkbox under breaking. This attribute does generate when I set the constrain type to "weld". But not for "attach to geometry". Am I missing something here? Cheers
  5. pop attract to multi points based on ID.

    Does anyone have any ideas?
  6. pop attract to multi points based on ID.

    Hello. I would like to know if this is something one can do. I will spawn in a few random points. I will give those points some attribute with which I can ID them. @ptnum or something. THen I will create a few thousand particles randomly giving them IDs matching the attribute I created. What I would like to have happen is in the DOP. Have those particles follow the points based on matching IDs. So as those created points move around space. They will each have their own personal fan club of particles following them. Thank you for your time. Cheers
  7. import V to vellium cloth

    Interesting. I wanted to keep it separate because then you can get a almost realtime preview of what the wind will look like. So I had no considered doing it in the solver itself. But if there is no other way to do it then it must be done. I just find it odd there is no other way. It would seem to me to be something it would need to do considering almost everything else in Houdini can do it without problem. Thank you though
  8. Hello. Not sure how to go about this. I have a copy of an object doing some V stuff using a vop. In this case some noise meant to look like wind. I have created the Velocity from that using a trail. I would like to take that created Velocity and copy that across the the vellium solve. I copy that onto the object going into the vellium but it seems I only get the first frame of the velocity. It seems like vellium is only considering the velocity at initial frame. How do I go about adding that for each frame. I am using core. Cheers
  9. Hello. I am trying to make a tree generator. On disk there are several clusters of leaves saved out. These clusters are packed primitives. I have generated a bunch of points. I distribute these packed primitives. I add motion for wind. It all works well. I generate leaves that total up to about 8 million polys. But with packed primitives it actually runs at about 4 frames a second. Very impressive. So I made the HDA with a bunch of settings and sliders. Sent that to Maya. O that is SOOO slow. I dont know much about this prosess.on the Maya side. If I where to take a guess. I think what is happening is that, what the Houdini engine generates needs to be "converted" into something Maya understands in order to display it. Maybe? If anyone knows what is happening and could point me to something that might solve it. Of if there is something that maya prefers more then I can tweak my setup to give maya that. If only Houdini was cheaper. Then this problem would not be a problem. Then again. I guess there is a reason Maya is so cheap. Cheers
  10. Moving points in an HDA

    Hi there. I dont know if my basic approach to this tool is correct. If any better ideas are out there. I would love to hear them. Ok. So I am making a tool meant to be used in Maya. It is basically a scattering tool. With this the user is meant to paint the locations for grass to spawn. This will distribute a bunch of points or packed primitives. With a second brush they are meant to paint where rocks spawn. Again spawning points or packed primitives.. Obviously the grass is not meant to spawn where it can penetrate the rocks. So I use a point relax and the pscale to move the grass out of the way when a rock appears. All good so far. I would like to be able to add a function to manually move points after they have been spawned. With my tests I can do this quite easily by adding a edit node in the right location on the tree. So I can simply move the points before the relax tool. This gives a rather cool effect of watching grass move out of the way as I move clusters of rocks around. My question is. What do I need to add to my menu to allow the user to hit a button and select and move any points at will? Cheers
  11. hda processor

    Hi there. I have built a setup to deal with a production characters cloth simulation. I have packed it all into an HDA. So far so good. What I would like to do is use that HDA in tops. I put it in the HDA processor and all seems to work. Except with I generate the work items. It only shows up with 1 work item. How do I go about telling it it needs to run over the frame range? cheers
  12. string array compare

    @Sean-R Thank you for your responce. The primitive order will come from the first rig. So @primnum. If I create a array string from that then the order in which the primitives apear in the array should mirror how they appear in the scene. I will save 1 frame of that character somewhere so I can refferance back to that. That saved refferance I can compare to the current version of the rig. I should be able to find the differance there. The question is how to create a attribute on the new rig to reflect the order of the original rig. Once I have that I should be able to use a sort node to reorder the new rig to match the old. Cheers
  13. string array compare

    I am very new to arrays but I am sure this will solve a problem I am having. I am working on a project doing cloth siming. Animation in Maya and cloth in Houdini. The characters goes back to rigging from time to time due to issues that pop up. When those character return there so no change to the geo. How ever the primitive order will have changed. Meaning if a shirt that is primitive 25 has a setup to sim. When I get a new cache with a updated rig, primitive 25 might be the left shoe. Now changing this is not a problem. But with the more complicated characters we are looking at changing 30+ locations. Some do slip through the cracks causeing problems down the line. I was thinking of a way to solve this problem. Maybe there is a better way to do this. Please let me know. But I was thinking maybe arrays could help. The primitives I get from Maya all have thier object name attached to them. In the "path" attribute. I was thinking maybe if I could make a string array with all those names. Then compare that to a string array of the updated rig. I could assign a attribute to the updated rig geo refecting the order that the primitives should apear in. Then using the sort node to re-order the primitives before I seed them into simulation. I just dont know how to do this. Any help would be awesome.
  14. Hi there. I have a simple scene that I would like to multi thread to try and understand Tops. I am importing an alembic. I do a few things to it. Then export it out. My setup in tops is. I drop a rop geomatry node. Point it to the last node before I write out my result and thats it. In theory it should load up frame 10. Do the thing. Then write out frame 10. How ever it seems that it want to load up the entire alembic file for each frame it wants to write out. It is a 300meg file over 200 frames. Needless to say I am running out of ram really fast. What am I doing wrong? Cheers
  15. Hi there. I have this highly repetitive task I would like to try and automate as much as I am able to. I have it just about there but the one thing that remains is to point it at the correct cache to load and the correct location to save. The shot cache always has the same naming convention. But the directory it saves to will version up. Is there a way in the "alembic load" node to look at then load what ever the highest version number might be. Also Then save an alembic with that same version number. is there something hscrpit can do? Or will this be a python thing. If so any thoughts on that? Cheers