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About Mdonovan

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  1. getting active input from a switch node ?

    better than just listing an answer !!! thanks !
  2. Can anyone tell me how to get the active input from a switch node in houdini ... I have a bunch of file nodes going into a switch and I want to grab the active nodes filepath. Thanks.
  3. I am working with VDBs for collisions ... everything looks good up until the point that i convertvdb back to polys. I am getting visible voxel bands in my mesh. Can someone tell me how to avoid this ? VDB on top ... Conversion on bottom.
  4. Smoke & Mirrors ... a NYC post house needs an artist capable of create a macro demo with a biomedical feel. Should be comfortable with Flip/SPH Fluid, Particles, Pyro as well as procedural animation and deformations. This project is self contained so working remotely is a possibility. If you are interested you may contact me directly here for more info using PM here. Thanks
  5. Need Wire Constraint Help

    of course ... thanks ... regarding debugging ... aside from the spreadsheet is there any other tool you use ? btw : I am checkout out bosnak's scene and so far i agree. =)
  6. Hi .. I am trying to follow along with a tutorial that goes over wire constraints and pins. I cant get it to work properly. If anyone has any brilliant ideas ... let me know. here is a hip ... wires_3.hip
  7. Hi .. I am trying to follow along with a tutorial that goes over wire constraints and pins. I cant get it to work properly. If anyone has any brilliant ideas ... let me know. here is a hip ... wires_3.hip
  8. Help!My Pyro does not work

    What is not working ? are your sources generating density and heat ? Can you be a bit more specific ?
  9. I am working with POPs and I want to emitted a random number of particles every N frames ... so I am using the following in my impulse count.... if($FF % 20==1 , fit(rand($FF*5), 0, 1, 0, 10), 0 ) to emit between 0 and 10 particles every 20 frames. My question is ... how can I create a sorry of fuzzy emission frame ... instead of every 20 frames ... id like it to be ever 20 frames with a few getting emitted within a given tolerance of 20. Thanks
  10. That fixed it ... I am doing my alignment inside the popnet and the normal is staying fixed at speed of 0.
  11. Here is the wrangle code I am using to align the normals... if (@speed > 5) {@N = -@v; v@lastalign = @N; i@stopped = false; } if (@speed <= 5){ i@stopped = true; @N = @lastalign; } For some reason the normal is still getting set to 0,0,0 even though I am setting it only if the speed of the particle is above 5. It just occurred to me that maybe I should be doing this inside my popnet ?
  12. Hey Guys, I am working on my vector rotations with vops and wrangles ... I have a particle launcher that aligns the particles normal with velocity vector of the particle. The problem I am having is that the particle is flpping when it stops. Here is a test .hip. Thanks c_launch_3.hip
  13. Bees around Moving Hive

    Hey Guys, I am trying to simulate particles around a swaying hive. I found a setup in the houdini forums that did something close to what I need in 2005 using the old popnet. That setup was orbiting particles around points on an arm that was deforming. I have basically just replaced the arm geo with a beehive and adjusted some of the popnet's parameters. Is there a more recent/better way to set something like this up ? Or can someone directly translate it to the newer popnet paradigm ? You will notice that this scene uses the orbit pop which has since been renamed to pop axis. Here is the .hip Thanks ! bees_around_hive.hip
  14. Hey Guys, We are looking to build our Houdini freelance database up for s couple projects in the pipe. If you are interested send me your information. Thanks ! Mike mike@smoke-mirrors.com
  15. this is from sidefx support : seems like having different creation frames was one of the reason for the problem. Warning: Getting RBD & FLIP to interact is not a stable proposition. The following changes were needed to get this working: 1) When two objects are in Mutual Collision they still have an implicit order defined by object creation time. Normally this makes the left input show up first, but in this case the pistachio is only built on frame 100, so it ends up running after the flip solver. This means the usual feedback was not working for you, but the pistachio was colliding with the flip as a hard surface. The work around is to create the pistachio on frame 1 but have it inactive until 100. 2) The FLIP solver's Volume::Solver::Feedback Scale has to be changed to 1 from the default 0 so it applies feedback forces. 3) The FLIP feedback forces are based on pressure gradients so require sufficient grid resolution to work. The setup there had too few particles for this to resolve nicely. I switched to a 0.05 particle separation and got good collisions. If you change things, you may have to tweak the feedback scale to balance how much force is used to stop & float the pistachio. In this case I was lucky that 1.0 worked out of the box, often I have more rounds of tweaking to get it good.