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smbell

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About smbell

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    Scott
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    Los Angeles

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  1. I'm working with RBDs and I want to apply a popdrag only to my fractures from the rbdmaterialfracture node that are in the concrete_chips group. These groups don't seem to come in by themselves, and after a bit of trying things, I found the POP group node... The way I'm doing it now is: I created a point attribute called concrete_chip that is only 1 if it's in the concrete_chips group from the rbdmaterialfracture node. Then in the dopnet, I am using a POP group with group name to "concrete_chip" and have if(@concrete_chip == 1){ ingroup = 1; } Is this the most efficient way of accessing groups in a dopnet. Seems a bit roundabout, but it works.
  2. RBD velocity when active acting funny

    I think that maybe the pieces are getting stuck under/around others that aren't active on the same frame, so the impulse velocity is being robbed by the collisions.
  3. I'm working on a ground explosion scene where the RBD objects become active starting in the center of the source geo moving outwards and need to have some random velocity upwards. I'm transferring the active and animated attribute to the proxy geo points and the points have V set. It looks like the velocity transfer on the first active frame is being greatly reduced on most of my pieces. They all should be moving upwards with similar V. I've compared my setup with a few that I found here and I can't seem to see much of a difference, but I suspect it's coming from the translation to the newer RBD fracture workflow. I have a simple representation the scene attached. explosion_test_2.hip
  4. I've got an embedded HDA where I'm trying to access the rotation values of an object outside the HDA. I have a string parameter for my object /obj/shot_6/sunlight on the HDA. If I use vrorigin("","/obj/shot_6/sunlight/")[0] as a test, it returns the x rotation value as expected. I can't figure out how to incorporate my HDA string chs("../../sunlight") into the expression so it evaluates correctly. I've tried things like vrorigin("","`chs("../../sunlight")`")[0] which actually resolves to vrorigin("","/obj/shot_6/sunlight")[0] when I middle click it, but that itself doesn't evaluate to the value. I thought maybe adding an eval() to it would work, but no dice. Hope this makes sense. Edit: I was able to work around it in vex with: matrix m = optransform(chs("../../sunlight")); matrix3 m_rot = matrix3(m); v@N *= m_rot; But it would still be nice to know how to work it in expressions.
  5. I'm sure there is a simple answer for this, but it's got me scratching my head... I'm trying to use the @hittime attribute in order to do some stuff with my @pscale, but it never stops growing even after the particles are stopped by the pop collision detect behavior. The @hittotal attribute does the same thing, like they are all vibrating on the surface or something even though they are not moving. I've attached a simple scene. pop_hittime_1.hip
  6. Viewport bounding box

    I'm still not able to remove the bounding box in 18.5.408. It goes away in the AutoDopNetwork when I uncheck the bounding box in the smoke object, but as soon as any field gets brought in with a dop i/o the bounding boxes are back. No way to remove them that I can find.
  7. solver not working on animated mesh

    I know this is an old thread, but this little tidbit right here helped me solve the issue I was up until 3am trying to fix. I would have never thought to reverse the usual Prev_Frame setup...Thank you.
  8. @Librarian Holy crap I got it working!. Thank you for your time in responding to me, while it didn't solve my issue exactly, I did one more search and found a 10 year old Peter Quint video that shows how to use Point Clouds in a loop in VOPS. I would have never figured it out, wow. What a bunch of Houdini mumbo jumbo to get it working, haha. If you're interested the video is "Point Clouds II" It won't let me link it for some reason. mantra_pc_lookup_3.hip
  9. Thanks for the link, unfortunately that setup seems to have the same effect as I have now of all the points being rendered together and they don't overlap.
  10. I'm trying to create rings in mantra that are larger where my scattered points are brighter. I've got a setup that works for that, but what I'm looking for iis for the rings on top of each other and overlap one another. I figure I need to loop over my point cloud one point at a time and then multiply the result on top of each other maybe. I can't seem to figure out how to get a loop that does what I want. I tried to follow the documentation for the point cloud nodes, and it even mentions that a few of them are useful in a loop situation but it's just not working correctly. Is what I'm trying to do even possible. I don't have a lot of experience with mantra. mantra_pc_lookup.hip
  11. Procedural rocks carved in vdb

    I'm really struggling with this same exact thing as the OP, could you possibly share your workflow for some of the images you posted?
  12. Volumesample with Noise

    I've been going down the same route you were trying to figure out how he pulled the rock noise off. Do you think you could elaborate a bit on this?
  13. Really cool, I'll have to check that out further. This was more just for me to learn heightfields. I just finished a maya project using actual lunar data using http://imbrium.mit.edu/EXTRAS/SLDEM2015/TILES/JP2/.
  14. That's a pretty nice way of doing it! I appreciate your help. I tend to overthink things the longer I sit here and rack my brain over it.
  15. I'm trying to achieve a moon surface with craters that can overlap at least semi correctly and have crater inside crater action. It's going to be eroded and processed after, so it doesn't' have to be totally perfect. I've tried a for- loop with height field layer, but I can't get them to replace each other and overlap correctly, I've also tried a for-loop with feedback with attribute transfer and a vops ramp, but same deal, I can't get them to layer correctly. I played with cops for a while, with a loop in there, but it seems like there has to be a solution using geometry. I've spent a couple days on this, so I'm officially looking for some advice. cratered_terrain_11.hiplc Edit: I haven't had a chance to try it, but maybe I could flatten the terrain in a step before layering in the new crater so it would always be layered over nothing...
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