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Hi guys, I have a question concerning the new fluid source in H17. How can i create a pump source from curve (point) to drive a FLIP simulation (technique used to create a boat's wake effect) with the new fluid source pipeline. I'am really confused about the new pipeline, and don't really understand the benefics of that changement. I used to create this simple pump field in H16 with the old fluid source SOP. But now i can't find the way to recreate that, should i use Flip source SOP (can't make it work with curve as input), or the pyro source SOP ? Please if you have any idea to spread this technique in the new Pipe it would be awesome. I'am stucks and tried a lot of setup but no luck. Thx
HI everybody, HAPPY NEW YEAR! I wrote an article for a german print magazine www.digitalproduction.com about H17 that can be downloaded here (in german language): https://www.dropbox.com/s/2lhjazrfv8nadki/DP1901_090-095_H17Banshee_Druck_HighResCover.pdf?dl=0 80.lv asked if i would translate it and well here we go in english https://80.lv/articles/006sdf-h17-banshee-review-from-olaf-finkbeiner/? Have Fun Olaf
Hi everyone, H17 was just released and with it finally houdini engine (indie in my case) for 3dsmax. I have tried to take it for a spin using the preset hda it comes with, obvious one to test is the boolean as houdini is amazing at that and 3dsmax far from. it works wonders if I make a simple box and a sphere, but as soon as I try to add a more complex model, 3d scan or anything else that I have used many many times inside houdini before, it crashes max to desktop instantly. just wondering if any of you have this experience too? Cheers,