Chris Radcliffe
Chris Radcliffe
About Me
Digital Artist
EXPERTISE
VFX Artist
INDUSTRY
Film/TV
Connect
LOCATION
United States
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Exported glass shatter sim geo has "double" faces! Oct. 7, 2024, 5:49 p.m.
I've shattered a pane of glass and I've gotten the uvs and everything to come through into the alembic nicely. The only problem is each shattered piece has a copy of itself right on top of itself.
Using rbd bullet dynamics node. Could having more than one rbd fracture node in a node chain cause double faces to be created?
Using rbd bullet dynamics node. Could having more than one rbd fracture node in a node chain cause double faces to be created?
Shattered Glass Sim Export to Render in Maya Vray? Oct. 1, 2024, 4:25 p.m.
Hello!
I have a pane of glass that I am simulating with a rdbsolver. I made sure there were uvs on the geometry and velocity coming through the chain, but strangely when I import the .abc from Houdini into Maya2020, it plays back fine in the viewport, BUT when I try to render in Vray, no matter what frame I set it to, it just renders frame one.
I get these errors!
// Warning: V-Ray : Mesh "OUT_render" has changing number of vertices (681551 expected, 8 actual). //
// Warning: UV set sample size is: 0 expecting: 8 or 24 //
// Warning: normal vector scope does not match size of data, skipping normals //
// Warning: UV set sample size is: 1826043 expecting: 681551 or 1824325 //
I have a pane of glass that I am simulating with a rdbsolver. I made sure there were uvs on the geometry and velocity coming through the chain, but strangely when I import the .abc from Houdini into Maya2020, it plays back fine in the viewport, BUT when I try to render in Vray, no matter what frame I set it to, it just renders frame one.
I get these errors!
// Warning: V-Ray : Mesh "OUT_render" has changing number of vertices (681551 expected, 8 actual). //
// Warning: UV set sample size is: 0 expecting: 8 or 24 //
// Warning: normal vector scope does not match size of data, skipping normals //
// Warning: UV set sample size is: 1826043 expecting: 681551 or 1824325 //
Super fine, silty sand possible with POP grains? July 23, 2021, 1:51 p.m.
I'm coming from a bifrost/Maya background, but have seen some incredible examples of grain simulations. I've come to realize that in order to get the look I want the for fine, silty, dry sand, the granule particles need to be tiny. But it seems successfully simming something so small and in such great numbers tends to just slow my scene and machine to a halt. Is there a particular work flow that anyone can show me or direct me to, in achieving something like this?
To set the scene, I basically have a floor covered in about a half inch of sand and need it to fall through a trap door and have some interaction around the edges of the trap door hole. Most of the sand would never move, but I figure having the same consistency and look of the sand all over the floor would help in compositing the sand over the existing plate.
To set the scene, I basically have a floor covered in about a half inch of sand and need it to fall through a trap door and have some interaction around the edges of the trap door hole. Most of the sand would never move, but I figure having the same consistency and look of the sand all over the floor would help in compositing the sand over the existing plate.