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About karanjaura

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  1. Give me varying trail lengths per point

    the "carve" version ap_trails_v03.hiplc
  2. Dynamic Cracks on a glass dome

    Hi Rex I can't upload this file as its related to the project, but I can make a simplified version of it later to show the technique I used to make cracks. But that will take sometime as I am on tight schedule. Cheers !!
  3. Dynamic Cracks on a glass dome

    DONE !!!
  4. Dynamic Cracks on a glass dome

    Hi Guys, I finally started to work on my shot from this week and managed to get the attached look for my cracks, now the next step is I need to shatter this apart. The problem I face is if I polyextrude these curves(as cutters) for boolean with the Dome, I am not getting proper individual chunks for obvious reason that the curves are not properly connected. What I am thinking is to project Cd thru these curves on the Dome extract the texture from there and then paint those gaps,bring in the image back to houdini and use trace SOP to get all connected curves. But unfortunately trace SOP is tracing the edges of the stroke thus giving a Border and not a single line curve. Can anyone suggest me any idea how can I fill these gaps to get a proper curve to be used as a cutter for the boolean. And let me tell you these cracks are driven by lot of random variables, so just by increasing there length will not gonna work, as that changes the look of the crack completely. Hope someone can suggest me some option. Thanks a lot
  5. Dynamic Cracks on a glass dome

    Hi Monan, Thanks a lot for your time in putting up that file,very nicely done setup,surely it will give me a good starting point cheers !!
  6. Dynamic Cracks on a glass dome

    Hi everyone, I'm working on this FX where the surface(a glass dome)is getting cracked, so it can not be pre fractured and it will eventually shatter hence dynamic cracks. I was wondering if any of you have an idea on how to approach this. I know Lsystem,Boolean Sop and Voronoi fracture could be the key elements in this but not sure about the right approach. Thanks a lot for any kind of help. Karan
  7. Particles avoiding objects

    Hi Matt, That's a very sweet and simple setup thanks for sharing, but just wondering what if one needs to avoid the actual scene geometry ? Can we convert them into to metaballs ?
  8. Particles avoiding objects

    Hi Mike, Glad it worked for you,I'm sure there must be other ways to accomplish the same effect and being a beginner myself too,I am also learning the tricks and trade of Houdini every single day and diving in Vops context feels scary at times Cheers !!
  9. Particles avoiding objects

    Hi, Have a look at this, if you haven't,it might solve your purpose. Cheers !!
  10. pyro parent to animation

    Hi For long distance sims pyro clustering is the option to go for.Have a look at the hip file attached,Hope this setup will work for you Cheers !! pyroClusterRnD_ODFORCE.hipnc
  11. Custom Vel inside POP

    Hi Guys Just playing around with custom vel to disturb my POP sims,wondering is there any alternative or better work around for the same ? especially if I need to pump the velocities from the animated characters inside the POP. Would really appreciate if you guys can share your take for the same . Cheers !! customVel_RnD_v01.hipnc
  12. Pyro Cluster Sim Issue

    Hey Julien Thanks a lot for your support :),I still need to learn many things from people like you, as I am still a newbie in the world of Houdini. cheers
  13. Pyro Cluster Sim Issue

    Hi Julien I tried the way you suggested but still the velocities are not getting pumped,not sure what I am doing wrong Would really appreciate if you could point out my mistake (pyroCluster_RnD_v02) on the other hand a friend of mine suggested me another way to make the same setup and the velocities are getting pumped perfectly fine in that (pyroClusterRnD_Optn02) Cheers pyroClusterRnD_v02_ODFORCE.hipnc pyroClusterRnD_Optn02_ODFORCE.hipnc
  14. Pyro Cluster Sim Issue

    Thanks a lot Julien for your help. I will try it out now.Cheers!!
  15. Pyro Cluster Sim Issue

    So you mean we can't pump velocities like that for cluster sims ?Then what would be the right approach to handle a situation like this ? Would really appreciate if anyone can guide me on that.