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Druidl

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Druidl last won the day on September 22 2019

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About Druidl

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    Peon

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  • Name
    Davor
  • Location
    Croatia

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  1. Bullet - dynamic constraint creation

    This can be achieved also with the setup
  2. Bullet - dynamic constraint creation

    Played with this. Hate switches, love multiple, so I did this. dynamic_constraint.hipnc
  3. I'm trying to bend a plane into a cone shape and preserve size of the plane. Lets say you wanted to make a ice cream cone, with a pancake, how would you repeat this in 3D? I'm going crazy, I think I just have a bad approach and its the simplest thing...grrr, or maybe its really hard to achieve
  4. I'm trying to bend a plane into a cone shape and preserve size of the plane. Lets say you wanted to make a ice cream cone, with a pancake, how would you repeat this in 3D? I'm going crazy, I think I just have a bad approach and its the simplest thing...grrr, or maybe its really hard to achieve
  5. High pass filter in COPs

    Hi, I saw this answer and was like , cool that should be easy, after few tries, I now know my cop knowlegde is 0, I cant even figure out how to import variables from the second input into vopcop2 filter.
  6. Thanks eetu! You saved my ass! Once more! I owe you a beer for sure or maybe a beer pack! In Croatia we call it "GAJBA"
  7. Hi, I'm trying to swap the low res geo from a dop. The ussual workflow transform pieces does not work with newly emmited objects. So can someone share some insight? I could do it without emmiting new objects and just have them somewhere in the scene before they are needed, but I would like to find out how is something like this solved?
  8. On-face controls

    Hi, I made a setup that i think could do the cluster thingy for facial animation. Please check it out Skin_cluster.hip
  9. CVEX Volume Procedural and Motion Blur

    There is a topic on this http://forums.odforce.net/topic/16415-gridless-advection/
  10. Drop movement solver

    I shared it on vimeo
  11. Drop movement solver

    This is my attempt to approximate the movement of a drop, based on an input curve and surrounding "static" drops. I consider the pscale, curvature and the sum of pscales that the drop has touched to move the point from top to bottom of the curve that has been slithly deformed to pick up some large pscales around.
  12. FLIP smorganic/sheeter effect?

    Any news on this, this could help me in a project.
  13. Houdini RBD RnD - Deforming & Tearing

    I'm also trying to wrap my head around this. Were you able to solve all the steps shown in the documentation? I'm stuck at trying to move the second fracture with the base animation... Whats the best approach to extract transform matrix of the base animation and apply it to the new fracture?
  14. Particle sportsmen WIP

    This is just an open gl preview, I will upload a rendered version in HD, also I'm doing 5 sports so later i will upload them all. This is link is for a rendered preview of a soccer player: and a jogger:
  15. Particle sportsmen WIP

    I'm currently working on a project, wanted to share it with you guys, please comment. https://www.dropbox.com/s/1mb4dc5xug0ec2z/kosarkas_skica.mp4?dl=0 If someone is interested i could share some files...
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