
eyadorabi
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Name
Eyad
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Dubai, UAE
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eyadorabi started following Dynamic RBD Text , Growth Spheres RBD Dynamic or Vellum Grains? , Remesh witout change point everyframe and 2 others
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Hello, I have been making several attempts to accomplish something like Matt Taylor's Seeds concept https://youtu.be/vUvEy37LhqE I have tried a couple of approaches including using a multi-solver but no luck. would really appreciate any input that helps! Motion_Graphics_Designs_By_UK_Based_Artist_Matt_Taylor.mp4 Houdini_Vellum_growth.mp4 Spheres_growth_v001.hip vellum_grains_growth_v004.hip Spheres_growth_v002.hip
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- rbd
- rigid body
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I am just discovering that there has been a change in the Remesh sop in Houdini 18.* before I just used the Remesh rest input and it was stable and does not change every frame (on animated/deformed geo). Now it does not work! Also when using the same exact node, the output is different.
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Hello, Using Houdini 17.5 to create boat wake with white water. Using the white water solver I where I would like to emit foam and spray over the flip surface. However, I do not want the bubbles as I am under the impression this would reduce simulation time and memory consumption. That said, I couldn't figure out a way to stop the solver from emitting bubbles! Anyone was able to deal with this or any documentation or thread that could help?
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Hello, Looking to make a similar effect http://www.tokeru.com/cgwiki/?title=Houdini#Unfolding_polys However, currently the effects works on faces (per-face) Is it possible to achieve the same but on islands or name attribute instead of face? Basically, the desired effect would be to unfold based on the color marked islands/groups. any suggestions or help please. Ipad_Cut.hipnc
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Any luck? Gees this looks great!
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- 1 reply
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- motion graphics
- mograph
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eyadorabi started following Sand blowing over sand dunes and Ground / Terrain Collapse Effect
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Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
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https://arxiv.org/pdf/1201.4353.pdf thank you! Now need to figure it out
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Yes absolutely.
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Great work! Very inspiring indeed
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Hey guys, any update on this. It is very interesting. Have you managed to produce results?
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When I have created the grainsource I hade the explicit constraints turned off. Mia it safe to assume this would reflect on the above? Do I need to turn on the the explicit constraints create option? I noticed my sim gets slow when this option is turned on