Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


rafaelfs last won the day on December 20 2012

rafaelfs had the most liked content!

Community Reputation

40 Excellent

About rafaelfs

  • Rank
  • Birthday 03/23/1976

Personal Information

  • Name
  • Location

Recent Profile Visitors

5,704 profile views
  1. Hey, Amin Looks like an interesting project! Where should I send cv and reel to? Cheers
  2. VOP Snippets Tool

    Hey there, I've uploaded VOP Snippets tool to Github. Feel free to give it a go, I've found it helps eliminate quite a few clicks when working out my VOPs https://github.com/rafarafarafarafael/vop_snippets And if you try it out and find bugs please let me know. PS: not meaning to spam, just making sure that whoever might need this tool will learn about it
  3. Hi all, We are in need of a Houdini artist that's got a really good grasp of viscous fluid setups for a fast-paced job. Preference given to Toronto locals, but I think remote might be considered. email careers@tendril.ca Cheers
  4. Lots of balls!

    Hi all, I've just finished a little personal project that was featured in our studio (Tendril) during the welcome party for the last FITC/Toronto. All Houdini and Mantra. Cheers
  5. Random Number At Start Frame

    Sorry, I can't make sense of that...
  6. Random Number At Start Frame

    I'm not sure I got your question right, but if you meant to animate the carving of curves based on a random end frames between 35 and 50, here's a possible answer. The trick is that there's no storing of script variables in SOPs, the script is evaluated and that's all you get at the end of it so your jitter variable is reset every time. Instead I used the primitive number as a seed for the random value (so I get the same random value for each curve) and then you just interpolate based on the current frame. Cheers random_carve.hip
  7. Color Won't Move Object?

    Are you trying to move the points of your torus with a point attribute Cd? Use a point wrangle and set @P + Cd; Cheers
  8. 6 axis robot arm rig

    Wait... that looks like Cain's mech from Robocop2... nah, I must be tripping!
  9. FEM get a stronger bounce

    I'm not sure if it'll bounce forever, but have you checked the bounce value on the colliding objects? I think ground plane, for example, has default bounce of 0.5, which causes it to push objects back with half the force it receives. Cheers
  10. Wire Capture is slow, recreating it in VEX?

    I thought I had issues with capturing in the past and it turns out that I was cooking my capture at every frame, which was an issue with how I wired my network. You might want to check tor that or if it still doesn't work, look at the pointdeform SOP: it's an asset built mostly with wrangle nodes and the code is all exposed for your learning pleasure! Cheers
  11. Only way I can think of is to create a file spare parameter in your wrangle and place hscript expression there. Cheers
  12. Viscosity by Attribute - How?

    yup, it's kinda like scientific notation.
  13. Viscosity by Attribute - How?

    here's a quick'n dirty setup... viscosity_attrib.hip
  14. Viscosity by Attribute - How?

    It's actually pretty simple: you have to create a viscosity attribute on your particles (point attribute, float) and enable the viscosity by attribute in the solver. You can use an attribute create SOP or a wrangle, but if you want to manipulate the viscosity or change it over time, these changes have to be done with the use of a sop solver, but even then it's not too hard. CMIvfx has a great tutorial on variable viscosity fluids, by Mr. Tonkas. Peter Quint also has some stuff on FLIP, but I'm not sure if he covers viscosity by attribute... Cheers
  15. Houdini 14 Sneak Peek

    Not really, PBD can be used to simulate a number of different effects, including cloth. I don't think it's meant as a replacement for the cloth solver though. FEM fits another category that you can't recreate in PBD (at least not as easily as you would with FEM, I presume). Think of PBD as a different method for simulating particles, or particles with links (constrains). FEM deals with volumetric primitives (tets) so you can better approximate real solid materials, volume preservation, internal forces like twisting, strain, etc. FEM can be applied to solve cloth with the advantage that's easier to set different material properties to FEM cloth and approximate real fabric or what not. The same is not true for PBD, although you can create some interersting cloth-like effects.