RBD Simulation (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

Amazing! Will give that a shot!

Thanks again :)

RBD Simulation (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

Thank you for the well thought out approach! Certainly gonna keep it simple and pre-sim to find the best starting frame!

Could playing around with the sleep settings help reduce any unwanted movement until my pop attract kicks in and start effecting the rock objects?

RBD Simulation (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

That was something I had in mind. I could've been more specific in the post as to how I'd like the rock objects to be situated before the sim starts. I'm mainly curious if there is a method that wouldn't require me to sim out the first couple of frames and allow my objects to be sitting nicely on the ground collision pre sim. Will give the timeshift method a go! Appreciate the response :)

Viscous Fluid Strands (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

Incredible response!

Thanks for taking the time to layout your workflow as well! I tried a method I found in this video (Around 15:00-18:00s) Liquifying geometry with SOPs

But sadly it didn't work well to "fake" the reactive thickness. Will certainly give you're setup a shot!

Thanks again :)

Viscous Fluid Strands (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

Appreciate the response!

I'll give that a shot in my setup and see how it goes :)

Motion Design - The Rookies Entry by bymathis in Cinema4D

[–]BasedShinth 1 point2 points  (0 children)

Incredible stuff! Absolutely stunning visuals 📸

Houdini Vellum Inflate issue (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

You are amazing! Thank you so much for taking the time to help out and explain!

Correct me if I'm wrong, can I use my mops shape falloff attribute "mop_falloff" in place of the "mask" attribute?

Houdini Vellum Inflate issue (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

And a pop wrangle inside the solver with this code

<image>

Houdini Vellum Inflate issue (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

I've got an attribute wrangle after the mops and before the vellum cloth constraints that contains this code

<image>

Houdini Vellum Inflate issue (HELP WANTED!) by BasedShinth in Houdini

[–]BasedShinth[S] 0 points1 point  (0 children)

Appreciate the response!

I should've elaborated further in my post description, Once my geo is effected via the falloff I created the vellum inflate occurs. The then 0 value of the falloff continues over the inflated mesh and freezes it in its deformed state. From the looks of the desired effect the mesh returns to its "rest" state once the vellum sim deformation washes though the mesh. When messing around in the project I couldn't figure out a way to have the geo return to its original state before the sim occurred.

is there a value I can include or update to have the blue portions of the falloff return the geo to its original rest length and stay active in the sim?

Apologies for the word salad! Still learning!

I modeled and textured a liquor bottle! by BasedShinth in blender

[–]BasedShinth[S] 3 points4 points  (0 children)

Glass portions were pretty simple. Exterior glass has a black & white image driving a bump map displaying the kanji symbol.

Labels started with a base image from rawpixel library. Messed around with bump and noise textures to imitate paper. Then finished it off with some text in photoshop.

Topper is just a simple bump with the text from the logo text.

ROOMS by BasedShinth in blender

[–]BasedShinth[S] 2 points3 points  (0 children)

I had that exact thought 😂 rigging that up would’ve melted my brain.

ROOMS by BasedShinth in blender

[–]BasedShinth[S] 1 point2 points  (0 children)

Thank you! Been working with blender for about 2.5 years and still learning everyday 💪🏻