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Everything posted by gramx

  1. Thanks for sharing this
  2. Hi, Loving the speed of the new sparse solver in Houdini 18. I have a job where I have a medium res simulation and I need to upres it for final render without the motion changing to much. I would usually use the Up-Res shelf tool to set this up, but have found it doesn't accept the sparse solver as a source. Is it possible to manually set these up, has anyone tried it? Thanks Graham
  3. Thanks for going to the trouble of making a tutorial, it's really useful
  4. Thanks for the replies, good to know that it can be hooked in to the regular upres solver. I will give it a go.
  5. Worms

    Hi, I'm trying to recreate this very cool tyflow setup in Houdini. In the description he explain's how he is using dynamic PhysX rigidbodies and using attraction forces to move them, looks really cool. I've had a go with some success using the crowd system in Houdini with RBDs and a pop attract. Hip files here worms_03_GC.hip worms_05_GC.hip worms03.avi worms05.avi The idea works but I can't get a nice behaviour using the pop attract, has anyone got any ideas what might work better with the particle forces? Thanks worms_05_GC.hip
  6. Crowds in Skirts

    I don't think it will work in a loop either. Thanks for the hip. I have been able to get 10 agents to sim all in one go but it gets very slow, looking at using grains now for the cloth. cheers
  7. Crowds in Skirts

    Hi, I am setting up a crowd sim and some of the agents have long skirts that will need a post cloth sim. I can't find any info on how to set this up with crowds, anyone got any tips. Thanks added a simple hip of the crowd with skirts. G corwdsinskirts01.hip
  8. Crowds in Skirts

    I've had another attempt but running into problems when bringing the crowd animation into a for each loop, I seem to loose the animation. I have attached a scene file. crowdsinskirts02.hip
  9. Crowds in Skirts

    Great video ,thanks. I want to the same by setting up a post sim on the crowds to deform the cloth meshes. Not got very far yet
  10. Breaking Ragdoll Constraints

    Hi, Just finished the crowds course on cgcircuit, witch I think gives a really good introduction to setting up your own crowd characters. Hope part 2 comes out soon. https://www.cgcircuit.com/tutorial/crowds-for-feature-film-in-houdini Anyway I have been working on the sim now using Ragdolls and now partial Ragdolls. Here is a playblast: https://www.dropbox.com/s/othdgdraazwxyn3/PartialRagdol_Hats.mov?dl=0 For the next step I want to break the constraint to the hats so that they fall off. In the help it says you can do this in the following SOPsolver node modify_ragdoll_constraints. Now this node does not get created anymore by the shelf tool, I am using Houdini 16.5 I have tried creating a SOPsolver and connecting it to the third input of the Ragdoll Constraints but get the following warning: This data is attached to an unexpected parent data. The help continues by adding this line to a primitive wrangle if (f@torque > 50) removeprim(0, @primnum, /* andpoints */ 1); I have also tried adding this but nothing happens. Anyone know how to fix this? Thanks Graham
  11. Breaking Ragdoll Constraints

    Got it working The names are correct on the point attributes I was only looking at the primitive attribute name. Thanks for the help!
  12. Breaking Ragdoll Constraints

    Hi, This method would have worked but the constraint primitive names are all the same with a numbered footer per character. This only lets me break all joints on a single character. Not sure if this is going tobe possible unless I can find a way of changing the name of the primitives before DOPs. cheers G
  13. Breaking Ragdoll Constraints

    Thanks Andrea, that's really useful I will try and set this up later. I will let you know how I get on
  14. Breaking Ragdoll Constraints

    Sorry, now I have this part working I have another question: I am using a primitivewrangle with the following VEX to delete the constraints, which now works. removeprim(0, @primnum, 1); But what I need to do is only delete a specific joint. I'm not sure if you can search through the primitives by name in VEX or if I need to create a group for these joints somewhere else. My scene consists of a ragdoll with a Hat and I am trying to delete the constraint to the hat only. At the moment I am deleting all constraints. Thanks for any help
  15. Breaking Ragdoll Constraints

    FIXED For some reason if I delete the constraints network and make my own then it works. cheers
  16. Breaking Ragdoll Constraints

    Here is a simple scene where the ragdolls should break apart but don't. test.zip
  17. Breaking Ragdoll Constraints

    Cheers, but I still get the same warning when I add the constraints at the end of the network.
  18. Breaking Ragdoll Constraints

    Hi, this was how the shelf tool sets up the nodes, just tried another one from scratch and it puts it in the same order. Here is the full network:
  19. Hi, I am trying to export a fluid sim from Houdini 16 using the new vertex animation textures node. I am having a few problems hooking up the material in Unreal. I have copied and pasted the Fluid UE4 code but have found that there are no notes on how to hook it up and get it working. Does anyone know how to do this? or is there a sample scene or tutorial on setting up the Unreal materials? I have attached hip and export files plus a screen grab from Unreal. Thanks Graham flip.hip flip_col.exr flip_mesh.fbx flip_norm.exr flip_pos.exr
  20. Great that's working now. Cheers
  21. Hi, I'm having a bit of trouble setting up a central network location for OTls and HDAs. I have set HOUDINI_PATH = "D:/Houdini/HDAssets;&" in C:\Users\graham.collier\Documents\houdini16.5\houdini.env However I don't get any of the assets in Houdini. If I put them in C:\Users\graham.collier\Documents\houdini16.5\otls then they all work. I'm running Houdini under Windows, anyone know what I'm doing wrong?? thanks
  22. Hi, I am doing some more FEM testing and have found that if you are using a target object then you can't use solid fracture as well without pieces jumbling up. Anyone know a way of fixing this. I have attached an example scene, if you enable fracturing on the solid object then you will see what I mean. Thanks Graham FEM_break.hip
  23. Yes, your right it works in 15.5 also. I will try it in the latest build of 16 and then report it as a bug. Thanks Graham
  24. Here is a small test of what I am simulating. I want to add extra fracturing to this but can't as it doesn't work when using target geo. fenceFEMtest.mov